OpenTTD
train_cmd.cpp
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1 /* $Id: train_cmd.cpp 27270 2015-05-08 17:23:55Z frosch $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6  * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7  * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
8  */
9 
12 #include "stdafx.h"
13 #include "error.h"
14 #include "articulated_vehicles.h"
15 #include "command_func.h"
17 #include "pathfinder/yapf/yapf.hpp"
18 #include "news_func.h"
19 #include "company_func.h"
20 #include "newgrf_sound.h"
21 #include "newgrf_text.h"
22 #include "strings_func.h"
23 #include "viewport_func.h"
24 #include "vehicle_func.h"
25 #include "sound_func.h"
26 #include "ai/ai.hpp"
27 #include "game/game.hpp"
28 #include "newgrf_station.h"
29 #include "effectvehicle_func.h"
30 #include "network/network.h"
31 #include "spritecache.h"
32 #include "core/random_func.hpp"
33 #include "company_base.h"
34 #include "newgrf.h"
35 #include "order_backup.h"
36 #include "zoom_func.h"
37 #include "newgrf_debug.h"
38 
39 #include "table/strings.h"
40 #include "table/train_cmd.h"
41 
42 #include "safeguards.h"
43 
44 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck);
45 static bool TrainCheckIfLineEnds(Train *v, bool reverse = true);
46 bool TrainController(Train *v, Vehicle *nomove, bool reverse = true); // Also used in vehicle_sl.cpp.
48 static void CheckIfTrainNeedsService(Train *v);
49 static void CheckNextTrainTile(Train *v);
50 
51 static const byte _vehicle_initial_x_fract[4] = {10, 8, 4, 8};
52 static const byte _vehicle_initial_y_fract[4] = { 8, 4, 8, 10};
53 
54 template <>
55 bool IsValidImageIndex<VEH_TRAIN>(uint8 image_index)
56 {
57  return image_index < lengthof(_engine_sprite_base);
58 }
59 
68 {
70 
71  DiagDirection diagdir = DirToDiagDir(direction);
72 
73  /* Determine the diagonal direction in which we will exit this tile */
74  if (!HasBit(direction, 0) && track != state_dir_table[diagdir]) {
75  diagdir = ChangeDiagDir(diagdir, DIAGDIRDIFF_90LEFT);
76  }
77 
78  return diagdir;
79 }
80 
81 
88 {
89  if (!CargoSpec::Get(cargo)->is_freight) return 1;
91 }
92 
95 {
96  const Train *v;
97  bool first = true;
98 
99  FOR_ALL_TRAINS(v) {
100  if (v->First() == v && !(v->vehstatus & VS_CRASHED)) {
101  for (const Train *u = v, *w = v->Next(); w != NULL; u = w, w = w->Next()) {
102  if (u->track != TRACK_BIT_DEPOT) {
103  if ((w->track != TRACK_BIT_DEPOT &&
104  max(abs(u->x_pos - w->x_pos), abs(u->y_pos - w->y_pos)) != u->CalcNextVehicleOffset()) ||
105  (w->track == TRACK_BIT_DEPOT && TicksToLeaveDepot(u) <= 0)) {
106  SetDParam(0, v->index);
107  SetDParam(1, v->owner);
108  ShowErrorMessage(STR_BROKEN_VEHICLE_LENGTH, INVALID_STRING_ID, WL_CRITICAL);
109 
110  if (!_networking && first) {
111  first = false;
113  }
114  /* Break so we warn only once for each train. */
115  break;
116  }
117  }
118  }
119  }
120  }
121 }
122 
130 {
131  uint16 max_speed = UINT16_MAX;
132 
133  assert(this->IsFrontEngine() || this->IsFreeWagon());
134 
135  const RailVehicleInfo *rvi_v = RailVehInfo(this->engine_type);
136  EngineID first_engine = this->IsFrontEngine() ? this->engine_type : INVALID_ENGINE;
137  this->gcache.cached_total_length = 0;
138  this->compatible_railtypes = RAILTYPES_NONE;
139 
140  bool train_can_tilt = true;
141 
142  for (Train *u = this; u != NULL; u = u->Next()) {
143  const RailVehicleInfo *rvi_u = RailVehInfo(u->engine_type);
144 
145  /* Check the this->first cache. */
146  assert(u->First() == this);
147 
148  /* update the 'first engine' */
149  u->gcache.first_engine = this == u ? INVALID_ENGINE : first_engine;
150  u->railtype = rvi_u->railtype;
151 
152  if (u->IsEngine()) first_engine = u->engine_type;
153 
154  /* Set user defined data to its default value */
155  u->tcache.user_def_data = rvi_u->user_def_data;
156  this->InvalidateNewGRFCache();
157  u->InvalidateNewGRFCache();
158  }
159 
160  for (Train *u = this; u != NULL; u = u->Next()) {
161  /* Update user defined data (must be done before other properties) */
162  u->tcache.user_def_data = GetVehicleProperty(u, PROP_TRAIN_USER_DATA, u->tcache.user_def_data);
163  this->InvalidateNewGRFCache();
164  u->InvalidateNewGRFCache();
165  }
166 
167  for (Train *u = this; u != NULL; u = u->Next()) {
168  const Engine *e_u = u->GetEngine();
169  const RailVehicleInfo *rvi_u = &e_u->u.rail;
170 
171  if (!HasBit(e_u->info.misc_flags, EF_RAIL_TILTS)) train_can_tilt = false;
172 
173  /* Cache wagon override sprite group. NULL is returned if there is none */
174  u->tcache.cached_override = GetWagonOverrideSpriteSet(u->engine_type, u->cargo_type, u->gcache.first_engine);
175 
176  /* Reset colour map */
177  u->colourmap = PAL_NONE;
178 
179  /* Update powered-wagon-status and visual effect */
180  u->UpdateVisualEffect(true);
181 
182  if (rvi_v->pow_wag_power != 0 && rvi_u->railveh_type == RAILVEH_WAGON &&
183  UsesWagonOverride(u) && !HasBit(u->vcache.cached_vis_effect, VE_DISABLE_WAGON_POWER)) {
184  /* wagon is powered */
185  SetBit(u->flags, VRF_POWEREDWAGON); // cache 'powered' status
186  } else {
187  ClrBit(u->flags, VRF_POWEREDWAGON);
188  }
189 
190  if (!u->IsArticulatedPart()) {
191  /* Do not count powered wagons for the compatible railtypes, as wagons always
192  have railtype normal */
193  if (rvi_u->power > 0) {
194  this->compatible_railtypes |= GetRailTypeInfo(u->railtype)->powered_railtypes;
195  }
196 
197  /* Some electric engines can be allowed to run on normal rail. It happens to all
198  * existing electric engines when elrails are disabled and then re-enabled */
199  if (HasBit(u->flags, VRF_EL_ENGINE_ALLOWED_NORMAL_RAIL)) {
200  u->railtype = RAILTYPE_RAIL;
201  u->compatible_railtypes |= RAILTYPES_RAIL;
202  }
203 
204  /* max speed is the minimum of the speed limits of all vehicles in the consist */
205  if ((rvi_u->railveh_type != RAILVEH_WAGON || _settings_game.vehicle.wagon_speed_limits) && !UsesWagonOverride(u)) {
206  uint16 speed = GetVehicleProperty(u, PROP_TRAIN_SPEED, rvi_u->max_speed);
207  if (speed != 0) max_speed = min(speed, max_speed);
208  }
209  }
210 
211  uint16 new_cap = e_u->DetermineCapacity(u);
212  if (allowed_changes & CCF_CAPACITY) {
213  /* Update vehicle capacity. */
214  if (u->cargo_cap > new_cap) u->cargo.Truncate(new_cap);
215  u->refit_cap = min(new_cap, u->refit_cap);
216  u->cargo_cap = new_cap;
217  } else {
218  /* Verify capacity hasn't changed. */
219  if (new_cap != u->cargo_cap) ShowNewGrfVehicleError(u->engine_type, STR_NEWGRF_BROKEN, STR_NEWGRF_BROKEN_CAPACITY, GBUG_VEH_CAPACITY, true);
220  }
221  u->vcache.cached_cargo_age_period = GetVehicleProperty(u, PROP_TRAIN_CARGO_AGE_PERIOD, e_u->info.cargo_age_period);
222 
223  /* check the vehicle length (callback) */
224  uint16 veh_len = CALLBACK_FAILED;
225  if (e_u->GetGRF() != NULL && e_u->GetGRF()->grf_version >= 8) {
226  /* Use callback 36 */
227  veh_len = GetVehicleProperty(u, PROP_TRAIN_SHORTEN_FACTOR, CALLBACK_FAILED);
228 
229  if (veh_len != CALLBACK_FAILED && veh_len >= VEHICLE_LENGTH) {
231  }
232  } else if (HasBit(e_u->info.callback_mask, CBM_VEHICLE_LENGTH)) {
233  /* Use callback 11 */
234  veh_len = GetVehicleCallback(CBID_VEHICLE_LENGTH, 0, 0, u->engine_type, u);
235  }
236  if (veh_len == CALLBACK_FAILED) veh_len = rvi_u->shorten_factor;
237  veh_len = VEHICLE_LENGTH - Clamp(veh_len, 0, VEHICLE_LENGTH - 1);
238 
239  if (allowed_changes & CCF_LENGTH) {
240  /* Update vehicle length. */
241  u->gcache.cached_veh_length = veh_len;
242  } else {
243  /* Verify length hasn't changed. */
244  if (veh_len != u->gcache.cached_veh_length) VehicleLengthChanged(u);
245  }
246 
247  this->gcache.cached_total_length += u->gcache.cached_veh_length;
248  this->InvalidateNewGRFCache();
249  u->InvalidateNewGRFCache();
250  }
251 
252  /* store consist weight/max speed in cache */
253  this->vcache.cached_max_speed = max_speed;
254  this->tcache.cached_tilt = train_can_tilt;
255  this->tcache.cached_max_curve_speed = this->GetCurveSpeedLimit();
256 
257  /* recalculate cached weights and power too (we do this *after* the rest, so it is known which wagons are powered and need extra weight added) */
258  this->CargoChanged();
259 
260  if (this->IsFrontEngine()) {
261  this->UpdateAcceleration();
265  InvalidateNewGRFInspectWindow(GSF_TRAINS, this->index);
266  }
267 }
268 
279 int GetTrainStopLocation(StationID station_id, TileIndex tile, const Train *v, int *station_ahead, int *station_length)
280 {
281  const Station *st = Station::Get(station_id);
282  *station_ahead = st->GetPlatformLength(tile, DirToDiagDir(v->direction)) * TILE_SIZE;
283  *station_length = st->GetPlatformLength(tile) * TILE_SIZE;
284 
285  /* Default to the middle of the station for stations stops that are not in
286  * the order list like intermediate stations when non-stop is disabled */
288  if (v->gcache.cached_total_length >= *station_length) {
289  /* The train is longer than the station, make it stop at the far end of the platform */
290  osl = OSL_PLATFORM_FAR_END;
291  } else if (v->current_order.IsType(OT_GOTO_STATION) && v->current_order.GetDestination() == station_id) {
292  osl = v->current_order.GetStopLocation();
293  }
294 
295  /* The stop location of the FRONT! of the train */
296  int stop;
297  switch (osl) {
298  default: NOT_REACHED();
299 
301  stop = v->gcache.cached_total_length;
302  break;
303 
304  case OSL_PLATFORM_MIDDLE:
305  stop = *station_length - (*station_length - v->gcache.cached_total_length) / 2;
306  break;
307 
309  stop = *station_length;
310  break;
311  }
312 
313  /* Subtract half the front vehicle length of the train so we get the real
314  * stop location of the train. */
315  return stop - (v->gcache.cached_veh_length + 1) / 2;
316 }
317 
318 
324 {
325  assert(this->First() == this);
326 
327  static const int absolute_max_speed = UINT16_MAX;
328  int max_speed = absolute_max_speed;
329 
330  if (_settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) return max_speed;
331 
332  int curvecount[2] = {0, 0};
333 
334  /* first find the curve speed limit */
335  int numcurve = 0;
336  int sum = 0;
337  int pos = 0;
338  int lastpos = -1;
339  for (const Vehicle *u = this; u->Next() != NULL; u = u->Next(), pos++) {
340  Direction this_dir = u->direction;
341  Direction next_dir = u->Next()->direction;
342 
343  DirDiff dirdiff = DirDifference(this_dir, next_dir);
344  if (dirdiff == DIRDIFF_SAME) continue;
345 
346  if (dirdiff == DIRDIFF_45LEFT) curvecount[0]++;
347  if (dirdiff == DIRDIFF_45RIGHT) curvecount[1]++;
348  if (dirdiff == DIRDIFF_45LEFT || dirdiff == DIRDIFF_45RIGHT) {
349  if (lastpos != -1) {
350  numcurve++;
351  sum += pos - lastpos;
352  if (pos - lastpos == 1 && max_speed > 88) {
353  max_speed = 88;
354  }
355  }
356  lastpos = pos;
357  }
358 
359  /* if we have a 90 degree turn, fix the speed limit to 60 */
360  if (dirdiff == DIRDIFF_90LEFT || dirdiff == DIRDIFF_90RIGHT) {
361  max_speed = 61;
362  }
363  }
364 
365  if (numcurve > 0 && max_speed > 88) {
366  if (curvecount[0] == 1 && curvecount[1] == 1) {
367  max_speed = absolute_max_speed;
368  } else {
369  sum /= numcurve;
370  max_speed = 232 - (13 - Clamp(sum, 1, 12)) * (13 - Clamp(sum, 1, 12));
371  }
372  }
373 
374  if (max_speed != absolute_max_speed) {
375  /* Apply the engine's rail type curve speed advantage, if it slowed by curves */
376  const RailtypeInfo *rti = GetRailTypeInfo(this->railtype);
377  max_speed += (max_speed / 2) * rti->curve_speed;
378 
379  if (this->tcache.cached_tilt) {
380  /* Apply max_speed bonus of 20% for a tilting train */
381  max_speed += max_speed / 5;
382  }
383  }
384 
385  return max_speed;
386 }
387 
393 {
394  int max_speed = _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL ?
396  this->tcache.cached_max_curve_speed;
397 
398  if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && IsRailStationTile(this->tile)) {
399  StationID sid = GetStationIndex(this->tile);
400  if (this->current_order.ShouldStopAtStation(this, sid)) {
401  int station_ahead;
402  int station_length;
403  int stop_at = GetTrainStopLocation(sid, this->tile, this, &station_ahead, &station_length);
404 
405  /* The distance to go is whatever is still ahead of the train minus the
406  * distance from the train's stop location to the end of the platform */
407  int distance_to_go = station_ahead / TILE_SIZE - (station_length - stop_at) / TILE_SIZE;
408 
409  if (distance_to_go > 0) {
410  int st_max_speed = 120;
411 
412  int delta_v = this->cur_speed / (distance_to_go + 1);
413  if (max_speed > (this->cur_speed - delta_v)) {
414  st_max_speed = this->cur_speed - (delta_v / 10);
415  }
416 
417  st_max_speed = max(st_max_speed, 25 * distance_to_go);
418  max_speed = min(max_speed, st_max_speed);
419  }
420  }
421  }
422 
423  for (const Train *u = this; u != NULL; u = u->Next()) {
424  if (_settings_game.vehicle.train_acceleration_model == AM_REALISTIC && u->track == TRACK_BIT_DEPOT) {
425  max_speed = min(max_speed, 61);
426  break;
427  }
428 
429  /* Vehicle is on the middle part of a bridge. */
430  if (u->track == TRACK_BIT_WORMHOLE && !(u->vehstatus & VS_HIDDEN)) {
431  max_speed = min(max_speed, GetBridgeSpec(GetBridgeType(u->tile))->speed);
432  }
433  }
434 
435  max_speed = min(max_speed, this->current_order.GetMaxSpeed());
436  return min(max_speed, this->gcache.cached_max_track_speed);
437 }
438 
441 {
442  assert(this->IsFrontEngine() || this->IsFreeWagon());
443 
444  uint power = this->gcache.cached_power;
445  uint weight = this->gcache.cached_weight;
446  assert(weight != 0);
447  this->acceleration = Clamp(power / weight * 4, 1, 255);
448 }
449 
456 {
457  int reference_width = TRAININFO_DEFAULT_VEHICLE_WIDTH;
458  int vehicle_pitch = 0;
459 
460  const Engine *e = this->GetEngine();
461  if (e->GetGRF() != NULL && is_custom_sprite(e->u.rail.image_index)) {
462  reference_width = e->GetGRF()->traininfo_vehicle_width;
463  vehicle_pitch = e->GetGRF()->traininfo_vehicle_pitch;
464  }
465 
466  if (offset != NULL) {
467  offset->x = ScaleGUITrad(reference_width) / 2;
468  offset->y = ScaleGUITrad(vehicle_pitch);
469  }
470  return ScaleGUITrad(this->gcache.cached_veh_length * reference_width / VEHICLE_LENGTH);
471 }
472 
473 static SpriteID GetDefaultTrainSprite(uint8 spritenum, Direction direction)
474 {
475  assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
476  return ((direction + _engine_sprite_add[spritenum]) & _engine_sprite_and[spritenum]) + _engine_sprite_base[spritenum];
477 }
478 
485 SpriteID Train::GetImage(Direction direction, EngineImageType image_type) const
486 {
487  uint8 spritenum = this->spritenum;
488  SpriteID sprite;
489 
490  if (HasBit(this->flags, VRF_REVERSE_DIRECTION)) direction = ReverseDir(direction);
491 
492  if (is_custom_sprite(spritenum)) {
493  sprite = GetCustomVehicleSprite(this, (Direction)(direction + 4 * IS_CUSTOM_SECONDHEAD_SPRITE(spritenum)), image_type);
494  if (sprite != 0) return sprite;
495 
496  spritenum = this->GetEngine()->original_image_index;
497  }
498 
499  assert(IsValidImageIndex<VEH_TRAIN>(spritenum));
500  sprite = GetDefaultTrainSprite(spritenum, direction);
501 
502  if (this->cargo.StoredCount() >= this->cargo_cap / 2U) sprite += _wagon_full_adder[spritenum];
503 
504  return sprite;
505 }
506 
507 static SpriteID GetRailIcon(EngineID engine, bool rear_head, int &y, EngineImageType image_type)
508 {
509  const Engine *e = Engine::Get(engine);
510  Direction dir = rear_head ? DIR_E : DIR_W;
511  uint8 spritenum = e->u.rail.image_index;
512 
513  if (is_custom_sprite(spritenum)) {
514  SpriteID sprite = GetCustomVehicleIcon(engine, dir, image_type);
515  if (sprite != 0) {
516  if (e->GetGRF() != NULL) {
518  }
519  return sprite;
520  }
521 
522  spritenum = Engine::Get(engine)->original_image_index;
523  }
524 
525  if (rear_head) spritenum++;
526 
527  return GetDefaultTrainSprite(spritenum, DIR_W);
528 }
529 
530 void DrawTrainEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
531 {
532  if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
533  int yf = y;
534  int yr = y;
535 
536  SpriteID spritef = GetRailIcon(engine, false, yf, image_type);
537  SpriteID spriter = GetRailIcon(engine, true, yr, image_type);
538  const Sprite *real_spritef = GetSprite(spritef, ST_NORMAL);
539  const Sprite *real_spriter = GetSprite(spriter, ST_NORMAL);
540 
541  preferred_x = Clamp(preferred_x,
542  left - UnScaleGUI(real_spritef->x_offs) + ScaleGUITrad(14),
543  right - UnScaleGUI(real_spriter->width) - UnScaleGUI(real_spriter->x_offs) - ScaleGUITrad(15));
544 
545  DrawSprite(spritef, pal, preferred_x - ScaleGUITrad(14), yf);
546  DrawSprite(spriter, pal, preferred_x + ScaleGUITrad(15), yr);
547  } else {
548  SpriteID sprite = GetRailIcon(engine, false, y, image_type);
549  const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
550  preferred_x = Clamp(preferred_x,
551  left - UnScaleGUI(real_sprite->x_offs),
552  right - UnScaleGUI(real_sprite->width) - UnScaleGUI(real_sprite->x_offs));
553  DrawSprite(sprite, pal, preferred_x, y);
554  }
555 }
556 
566 void GetTrainSpriteSize(EngineID engine, uint &width, uint &height, int &xoffs, int &yoffs, EngineImageType image_type)
567 {
568  int y = 0;
569 
570  SpriteID sprite = GetRailIcon(engine, false, y, image_type);
571  const Sprite *real_sprite = GetSprite(sprite, ST_NORMAL);
572 
573  width = UnScaleGUI(real_sprite->width);
574  height = UnScaleGUI(real_sprite->height);
575  xoffs = UnScaleGUI(real_sprite->x_offs);
576  yoffs = UnScaleGUI(real_sprite->y_offs);
577 
578  if (RailVehInfo(engine)->railveh_type == RAILVEH_MULTIHEAD) {
579  sprite = GetRailIcon(engine, true, y, image_type);
580  real_sprite = GetSprite(sprite, ST_NORMAL);
581 
582  /* Calculate values relative to an imaginary center between the two sprites. */
583  width = ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) + UnScaleGUI(real_sprite->width) + UnScaleGUI(real_sprite->x_offs) - xoffs;
584  height = max<uint>(height, UnScaleGUI(real_sprite->height));
585  xoffs = xoffs - ScaleGUITrad(TRAININFO_DEFAULT_VEHICLE_WIDTH) / 2;
586  yoffs = min(yoffs, UnScaleGUI(real_sprite->y_offs));
587  }
588 }
589 
599 {
600  const RailVehicleInfo *rvi = &e->u.rail;
601 
602  /* Check that the wagon can drive on the track in question */
603  if (!IsCompatibleRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
604 
605  if (flags & DC_EXEC) {
606  Train *v = new Train();
607  *ret = v;
608  v->spritenum = rvi->image_index;
609 
610  v->engine_type = e->index;
611  v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
612 
614 
615  v->direction = DiagDirToDir(dir);
616  v->tile = tile;
617 
618  int x = TileX(tile) * TILE_SIZE | _vehicle_initial_x_fract[dir];
619  int y = TileY(tile) * TILE_SIZE | _vehicle_initial_y_fract[dir];
620 
621  v->x_pos = x;
622  v->y_pos = y;
623  v->z_pos = GetSlopePixelZ(x, y);
624  v->owner = _current_company;
625  v->track = TRACK_BIT_DEPOT;
627 
628  v->SetWagon();
629 
630  v->SetFreeWagon();
632 
634  v->cargo_cap = rvi->capacity;
635  v->refit_cap = 0;
636 
637  v->railtype = rvi->railtype;
638 
639  v->build_year = _cur_year;
640  v->cur_image = SPR_IMG_QUERY;
642 
643  v->group_id = DEFAULT_GROUP;
644 
646 
647  _new_vehicle_id = v->index;
648 
649  v->UpdatePosition();
652 
654 
655  /* Try to connect the vehicle to one of free chains of wagons. */
656  Train *w;
657  FOR_ALL_TRAINS(w) {
658  if (w->tile == tile &&
659  w->IsFreeWagon() &&
660  w->engine_type == e->index &&
661  w->First() != v &&
662  !(w->vehstatus & VS_CRASHED)) {
663  DoCommand(0, v->index | 1 << 20, w->Last()->index, DC_EXEC, CMD_MOVE_RAIL_VEHICLE);
664  break;
665  }
666  }
667  }
668 
669  return CommandCost();
670 }
671 
673 static void NormalizeTrainVehInDepot(const Train *u)
674 {
675  const Train *v;
676  FOR_ALL_TRAINS(v) {
677  if (v->IsFreeWagon() && v->tile == u->tile &&
678  v->track == TRACK_BIT_DEPOT) {
679  if (DoCommand(0, v->index | 1 << 20, u->index, DC_EXEC,
681  break;
682  }
683  }
684 }
685 
686 static void AddRearEngineToMultiheadedTrain(Train *v)
687 {
688  Train *u = new Train();
689  v->value >>= 1;
690  u->value = v->value;
691  u->direction = v->direction;
692  u->owner = v->owner;
693  u->tile = v->tile;
694  u->x_pos = v->x_pos;
695  u->y_pos = v->y_pos;
696  u->z_pos = v->z_pos;
697  u->track = TRACK_BIT_DEPOT;
698  u->vehstatus = v->vehstatus & ~VS_STOPPED;
699  u->spritenum = v->spritenum + 1;
700  u->cargo_type = v->cargo_type;
702  u->cargo_cap = v->cargo_cap;
703  u->refit_cap = v->refit_cap;
704  u->railtype = v->railtype;
705  u->engine_type = v->engine_type;
706  u->build_year = v->build_year;
707  u->cur_image = SPR_IMG_QUERY;
709  v->SetMultiheaded();
710  u->SetMultiheaded();
711  v->SetNext(u);
712  u->UpdatePosition();
713 
714  /* Now we need to link the front and rear engines together */
715  v->other_multiheaded_part = u;
716  u->other_multiheaded_part = v;
717 }
718 
729 {
730  const RailVehicleInfo *rvi = &e->u.rail;
731 
732  if (rvi->railveh_type == RAILVEH_WAGON) return CmdBuildRailWagon(tile, flags, e, ret);
733 
734  /* Check if depot and new engine uses the same kind of tracks *
735  * We need to see if the engine got power on the tile to avoid electric engines in non-electric depots */
736  if (!HasPowerOnRail(rvi->railtype, GetRailType(tile))) return CMD_ERROR;
737 
738  if (flags & DC_EXEC) {
740  int x = TileX(tile) * TILE_SIZE + _vehicle_initial_x_fract[dir];
741  int y = TileY(tile) * TILE_SIZE + _vehicle_initial_y_fract[dir];
742 
743  Train *v = new Train();
744  *ret = v;
745  v->direction = DiagDirToDir(dir);
746  v->tile = tile;
747  v->owner = _current_company;
748  v->x_pos = x;
749  v->y_pos = y;
750  v->z_pos = GetSlopePixelZ(x, y);
751  v->track = TRACK_BIT_DEPOT;
753  v->spritenum = rvi->image_index;
755  v->cargo_cap = rvi->capacity;
756  v->refit_cap = 0;
757  v->last_station_visited = INVALID_STATION;
758  v->last_loading_station = INVALID_STATION;
759 
760  v->engine_type = e->index;
761  v->gcache.first_engine = INVALID_ENGINE; // needs to be set before first callback
762 
763  v->reliability = e->reliability;
765  v->max_age = e->GetLifeLengthInDays();
766 
767  v->railtype = rvi->railtype;
768  _new_vehicle_id = v->index;
769 
770  v->SetServiceInterval(Company::Get(_current_company)->settings.vehicle.servint_trains);
772  v->build_year = _cur_year;
773  v->cur_image = SPR_IMG_QUERY;
775 
777  v->SetServiceIntervalIsPercent(Company::Get(_current_company)->settings.vehicle.servint_ispercent);
778 
779  v->group_id = DEFAULT_GROUP;
780 
781  v->SetFrontEngine();
782  v->SetEngine();
783 
784  v->UpdatePosition();
785 
786  if (rvi->railveh_type == RAILVEH_MULTIHEAD) {
787  AddRearEngineToMultiheadedTrain(v);
788  } else {
790  }
791 
794 
795  if (!HasBit(data, 0) && !(flags & DC_AUTOREPLACE)) { // check if the cars should be added to the new vehicle
797  }
798 
800  }
801 
802  return CommandCost();
803 }
804 
805 static Train *FindGoodVehiclePos(const Train *src)
806 {
807  EngineID eng = src->engine_type;
808  TileIndex tile = src->tile;
809 
810  Train *dst;
811  FOR_ALL_TRAINS(dst) {
812  if (dst->IsFreeWagon() && dst->tile == tile && !(dst->vehstatus & VS_CRASHED)) {
813  /* check so all vehicles in the line have the same engine. */
814  Train *t = dst;
815  while (t->engine_type == eng) {
816  t = t->Next();
817  if (t == NULL) return dst;
818  }
819  }
820  }
821 
822  return NULL;
823 }
824 
827 
833 static void MakeTrainBackup(TrainList &list, Train *t)
834 {
835  for (; t != NULL; t = t->Next()) *list.Append() = t;
836 }
837 
842 static void RestoreTrainBackup(TrainList &list)
843 {
844  /* No train, nothing to do. */
845  if (list.Length() == 0) return;
846 
847  Train *prev = NULL;
848  /* Iterate over the list and rebuild it. */
849  for (Train **iter = list.Begin(); iter != list.End(); iter++) {
850  Train *t = *iter;
851  if (prev != NULL) {
852  prev->SetNext(t);
853  } else if (t->Previous() != NULL) {
854  /* Make sure the head of the train is always the first in the chain. */
855  t->Previous()->SetNext(NULL);
856  }
857  prev = t;
858  }
859 }
860 
866 static void RemoveFromConsist(Train *part, bool chain = false)
867 {
868  Train *tail = chain ? part->Last() : part->GetLastEnginePart();
869 
870  /* Unlink at the front, but make it point to the next
871  * vehicle after the to be remove part. */
872  if (part->Previous() != NULL) part->Previous()->SetNext(tail->Next());
873 
874  /* Unlink at the back */
875  tail->SetNext(NULL);
876 }
877 
883 static void InsertInConsist(Train *dst, Train *chain)
884 {
885  /* We do not want to add something in the middle of an articulated part. */
886  assert(dst->Next() == NULL || !dst->Next()->IsArticulatedPart());
887 
888  chain->Last()->SetNext(dst->Next());
889  dst->SetNext(chain);
890 }
891 
897 static void NormaliseDualHeads(Train *t)
898 {
899  for (; t != NULL; t = t->GetNextVehicle()) {
900  if (!t->IsMultiheaded() || !t->IsEngine()) continue;
901 
902  /* Make sure that there are no free cars before next engine */
903  Train *u;
904  for (u = t; u->Next() != NULL && !u->Next()->IsEngine(); u = u->Next()) {}
905 
906  if (u == t->other_multiheaded_part) continue;
907 
908  /* Remove the part from the 'wrong' train */
909  RemoveFromConsist(t->other_multiheaded_part);
910  /* And add it to the 'right' train */
911  InsertInConsist(u, t->other_multiheaded_part);
912  }
913 }
914 
919 static void NormaliseSubtypes(Train *chain)
920 {
921  /* Nothing to do */
922  if (chain == NULL) return;
923 
924  /* We must be the first in the chain. */
925  assert(chain->Previous() == NULL);
926 
927  /* Set the appropriate bits for the first in the chain. */
928  if (chain->IsWagon()) {
929  chain->SetFreeWagon();
930  } else {
931  assert(chain->IsEngine());
932  chain->SetFrontEngine();
933  }
934 
935  /* Now clear the bits for the rest of the chain */
936  for (Train *t = chain->Next(); t != NULL; t = t->Next()) {
937  t->ClearFreeWagon();
938  t->ClearFrontEngine();
939  }
940 }
941 
951 static CommandCost CheckNewTrain(Train *original_dst, Train *dst, Train *original_src, Train *src)
952 {
953  /* Just add 'new' engines and subtract the original ones.
954  * If that's less than or equal to 0 we can be sure we did
955  * not add any engines (read: trains) along the way. */
956  if ((src != NULL && src->IsEngine() ? 1 : 0) +
957  (dst != NULL && dst->IsEngine() ? 1 : 0) -
958  (original_src != NULL && original_src->IsEngine() ? 1 : 0) -
959  (original_dst != NULL && original_dst->IsEngine() ? 1 : 0) <= 0) {
960  return CommandCost();
961  }
962 
963  /* Get a free unit number and check whether it's within the bounds.
964  * There will always be a maximum of one new train. */
966 
967  return_cmd_error(STR_ERROR_TOO_MANY_VEHICLES_IN_GAME);
968 }
969 
976 {
977  /* No multi-part train, no need to check. */
978  if (t == NULL || t->Next() == NULL || !t->IsEngine()) return CommandCost();
979 
980  /* The maximum length for a train. For each part we decrease this by one
981  * and if the result is negative the train is simply too long. */
983 
984  Train *head = t;
985  Train *prev = t;
986 
987  /* Break the prev -> t link so it always holds within the loop. */
988  t = t->Next();
989  prev->SetNext(NULL);
990 
991  /* Make sure the cache is cleared. */
992  head->InvalidateNewGRFCache();
993 
994  while (t != NULL) {
995  allowed_len -= t->gcache.cached_veh_length;
996 
997  Train *next = t->Next();
998 
999  /* Unlink the to-be-added piece; it is already unlinked from the previous
1000  * part due to the fact that the prev -> t link is broken. */
1001  t->SetNext(NULL);
1002 
1003  /* Don't check callback for articulated or rear dual headed parts */
1004  if (!t->IsArticulatedPart() && !t->IsRearDualheaded()) {
1005  /* Back up and clear the first_engine data to avoid using wagon override group */
1006  EngineID first_engine = t->gcache.first_engine;
1008 
1009  /* We don't want the cache to interfere. head's cache is cleared before
1010  * the loop and after each callback does not need to be cleared here. */
1011  t->InvalidateNewGRFCache();
1012 
1013  uint16 callback = GetVehicleCallbackParent(CBID_TRAIN_ALLOW_WAGON_ATTACH, 0, 0, head->engine_type, t, head);
1014 
1015  /* Restore original first_engine data */
1016  t->gcache.first_engine = first_engine;
1017 
1018  /* We do not want to remember any cached variables from the test run */
1019  t->InvalidateNewGRFCache();
1020  head->InvalidateNewGRFCache();
1021 
1022  if (callback != CALLBACK_FAILED) {
1023  /* A failing callback means everything is okay */
1024  StringID error = STR_NULL;
1025 
1026  if (head->GetGRF()->grf_version < 8) {
1027  if (callback == 0xFD) error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1028  if (callback < 0xFD) error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1029  if (callback >= 0x100) ErrorUnknownCallbackResult(head->GetGRFID(), CBID_TRAIN_ALLOW_WAGON_ATTACH, callback);
1030  } else {
1031  if (callback < 0x400) {
1032  error = GetGRFStringID(head->GetGRFID(), 0xD000 + callback);
1033  } else {
1034  switch (callback) {
1035  case 0x400: // allow if railtypes match (always the case for OpenTTD)
1036  case 0x401: // allow
1037  break;
1038 
1039  default: // unknown reason -> disallow
1040  case 0x402: // disallow attaching
1041  error = STR_ERROR_INCOMPATIBLE_RAIL_TYPES;
1042  break;
1043  }
1044  }
1045  }
1046 
1047  if (error != STR_NULL) return_cmd_error(error);
1048  }
1049  }
1050 
1051  /* And link it to the new part. */
1052  prev->SetNext(t);
1053  prev = t;
1054  t = next;
1055  }
1056 
1057  if (allowed_len < 0) return_cmd_error(STR_ERROR_TRAIN_TOO_LONG);
1058  return CommandCost();
1059 }
1060 
1071 static CommandCost ValidateTrains(Train *original_dst, Train *dst, Train *original_src, Train *src, bool check_limit)
1072 {
1073  /* Check whether we may actually construct the trains. */
1074  CommandCost ret = CheckTrainAttachment(src);
1075  if (ret.Failed()) return ret;
1076  ret = CheckTrainAttachment(dst);
1077  if (ret.Failed()) return ret;
1078 
1079  /* Check whether we need to build a new train. */
1080  return check_limit ? CheckNewTrain(original_dst, dst, original_src, src) : CommandCost();
1081 }
1082 
1091 static void ArrangeTrains(Train **dst_head, Train *dst, Train **src_head, Train *src, bool move_chain)
1092 {
1093  /* First determine the front of the two resulting trains */
1094  if (*src_head == *dst_head) {
1095  /* If we aren't moving part(s) to a new train, we are just moving the
1096  * front back and there is not destination head. */
1097  *dst_head = NULL;
1098  } else if (*dst_head == NULL) {
1099  /* If we are moving to a new train the head of the move train would become
1100  * the head of the new vehicle. */
1101  *dst_head = src;
1102  }
1103 
1104  if (src == *src_head) {
1105  /* If we are moving the front of a train then we are, in effect, creating
1106  * a new head for the train. Point to that. Unless we are moving the whole
1107  * train in which case there is not 'source' train anymore.
1108  * In case we are a multiheaded part we want the complete thing to come
1109  * with us, so src->GetNextUnit(), however... when we are e.g. a wagon
1110  * that is followed by a rear multihead we do not want to include that. */
1111  *src_head = move_chain ? NULL :
1112  (src->IsMultiheaded() ? src->GetNextUnit() : src->GetNextVehicle());
1113  }
1114 
1115  /* Now it's just simply removing the part that we are going to move from the
1116  * source train and *if* the destination is a not a new train add the chain
1117  * at the destination location. */
1118  RemoveFromConsist(src, move_chain);
1119  if (*dst_head != src) InsertInConsist(dst, src);
1120 
1121  /* Now normalise the dual heads, that is move the dual heads around in such
1122  * a way that the head and rear of a dual head are in the same train */
1123  NormaliseDualHeads(*src_head);
1124  NormaliseDualHeads(*dst_head);
1125 }
1126 
1132 static void NormaliseTrainHead(Train *head)
1133 {
1134  /* Not much to do! */
1135  if (head == NULL) return;
1136 
1137  /* Tell the 'world' the train changed. */
1138  head->ConsistChanged(CCF_ARRANGE);
1139  UpdateTrainGroupID(head);
1140 
1141  /* Not a front engine, i.e. a free wagon chain. No need to do more. */
1142  if (!head->IsFrontEngine()) return;
1143 
1144  /* Update the refit button and window */
1147 
1148  /* If we don't have a unit number yet, set one. */
1149  if (head->unitnumber != 0) return;
1151 }
1152 
1165 CommandCost CmdMoveRailVehicle(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1166 {
1167  VehicleID s = GB(p1, 0, 20);
1168  VehicleID d = GB(p2, 0, 20);
1169  bool move_chain = HasBit(p1, 20);
1170 
1171  Train *src = Train::GetIfValid(s);
1172  if (src == NULL) return CMD_ERROR;
1173 
1174  CommandCost ret = CheckOwnership(src->owner);
1175  if (ret.Failed()) return ret;
1176 
1177  /* Do not allow moving crashed vehicles inside the depot, it is likely to cause asserts later */
1178  if (src->vehstatus & VS_CRASHED) return CMD_ERROR;
1179 
1180  /* if nothing is selected as destination, try and find a matching vehicle to drag to. */
1181  Train *dst;
1182  if (d == INVALID_VEHICLE) {
1183  dst = src->IsEngine() ? NULL : FindGoodVehiclePos(src);
1184  } else {
1185  dst = Train::GetIfValid(d);
1186  if (dst == NULL) return CMD_ERROR;
1187 
1188  CommandCost ret = CheckOwnership(dst->owner);
1189  if (ret.Failed()) return ret;
1190 
1191  /* Do not allow appending to crashed vehicles, too */
1192  if (dst->vehstatus & VS_CRASHED) return CMD_ERROR;
1193  }
1194 
1195  /* if an articulated part is being handled, deal with its parent vehicle */
1196  src = src->GetFirstEnginePart();
1197  if (dst != NULL) {
1198  dst = dst->GetFirstEnginePart();
1199  }
1200 
1201  /* don't move the same vehicle.. */
1202  if (src == dst) return CommandCost();
1203 
1204  /* locate the head of the two chains */
1205  Train *src_head = src->First();
1206  Train *dst_head;
1207  if (dst != NULL) {
1208  dst_head = dst->First();
1209  if (dst_head->tile != src_head->tile) return CMD_ERROR;
1210  /* Now deal with articulated part of destination wagon */
1211  dst = dst->GetLastEnginePart();
1212  } else {
1213  dst_head = NULL;
1214  }
1215 
1216  if (src->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1217 
1218  /* When moving all wagons, we can't have the same src_head and dst_head */
1219  if (move_chain && src_head == dst_head) return CommandCost();
1220 
1221  /* When moving a multiheaded part to be place after itself, bail out. */
1222  if (!move_chain && dst != NULL && dst->IsRearDualheaded() && src == dst->other_multiheaded_part) return CommandCost();
1223 
1224  /* Check if all vehicles in the source train are stopped inside a depot. */
1225  if (!src_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1226 
1227  /* Check if all vehicles in the destination train are stopped inside a depot. */
1228  if (dst_head != NULL && !dst_head->IsStoppedInDepot()) return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1229 
1230  /* First make a backup of the order of the trains. That way we can do
1231  * whatever we want with the order and later on easily revert. */
1232  TrainList original_src;
1233  TrainList original_dst;
1234 
1235  MakeTrainBackup(original_src, src_head);
1236  MakeTrainBackup(original_dst, dst_head);
1237 
1238  /* Also make backup of the original heads as ArrangeTrains can change them.
1239  * For the destination head we do not care if it is the same as the source
1240  * head because in that case it's just a copy. */
1241  Train *original_src_head = src_head;
1242  Train *original_dst_head = (dst_head == src_head ? NULL : dst_head);
1243 
1244  /* We want this information from before the rearrangement, but execute this after the validation.
1245  * original_src_head can't be NULL; src is by definition != NULL, so src_head can't be NULL as
1246  * src->GetFirst() always yields non-NULL, so eventually original_src_head != NULL as well. */
1247  bool original_src_head_front_engine = original_src_head->IsFrontEngine();
1248  bool original_dst_head_front_engine = original_dst_head != NULL && original_dst_head->IsFrontEngine();
1249 
1250  /* (Re)arrange the trains in the wanted arrangement. */
1251  ArrangeTrains(&dst_head, dst, &src_head, src, move_chain);
1252 
1253  if ((flags & DC_AUTOREPLACE) == 0) {
1254  /* If the autoreplace flag is set we do not need to test for the validity
1255  * because we are going to revert the train to its original state. As we
1256  * assume the original state was correct autoreplace can skip this. */
1257  CommandCost ret = ValidateTrains(original_dst_head, dst_head, original_src_head, src_head, true);
1258  if (ret.Failed()) {
1259  /* Restore the train we had. */
1260  RestoreTrainBackup(original_src);
1261  RestoreTrainBackup(original_dst);
1262  return ret;
1263  }
1264  }
1265 
1266  /* do it? */
1267  if (flags & DC_EXEC) {
1268  /* Remove old heads from the statistics */
1269  if (original_src_head_front_engine) GroupStatistics::CountVehicle(original_src_head, -1);
1270  if (original_dst_head_front_engine) GroupStatistics::CountVehicle(original_dst_head, -1);
1271 
1272  /* First normalise the sub types of the chains. */
1273  NormaliseSubtypes(src_head);
1274  NormaliseSubtypes(dst_head);
1275 
1276  /* There are 14 different cases:
1277  * 1) front engine gets moved to a new train, it stays a front engine.
1278  * a) the 'next' part is a wagon that becomes a free wagon chain.
1279  * b) the 'next' part is an engine that becomes a front engine.
1280  * c) there is no 'next' part, nothing else happens
1281  * 2) front engine gets moved to another train, it is not a front engine anymore
1282  * a) the 'next' part is a wagon that becomes a free wagon chain.
1283  * b) the 'next' part is an engine that becomes a front engine.
1284  * c) there is no 'next' part, nothing else happens
1285  * 3) front engine gets moved to later in the current train, it is not a front engine anymore.
1286  * a) the 'next' part is a wagon that becomes a free wagon chain.
1287  * b) the 'next' part is an engine that becomes a front engine.
1288  * 4) free wagon gets moved
1289  * a) the 'next' part is a wagon that becomes a free wagon chain.
1290  * b) the 'next' part is an engine that becomes a front engine.
1291  * c) there is no 'next' part, nothing else happens
1292  * 5) non front engine gets moved and becomes a new train, nothing else happens
1293  * 6) non front engine gets moved within a train / to another train, nothing hapens
1294  * 7) wagon gets moved, nothing happens
1295  */
1296  if (src == original_src_head && src->IsEngine() && !src->IsFrontEngine()) {
1297  /* Cases #2 and #3: the front engine gets trashed. */
1303  DeleteNewGRFInspectWindow(GSF_TRAINS, src->index);
1305 
1306  /* Delete orders, group stuff and the unit number as we're not the
1307  * front of any vehicle anymore. */
1308  DeleteVehicleOrders(src);
1310  src->unitnumber = 0;
1311  }
1312 
1313  /* We weren't a front engine but are becoming one. So
1314  * we should be put in the default group. */
1315  if (original_src_head != src && dst_head == src) {
1318  }
1319 
1320  /* Add new heads to statistics */
1321  if (src_head != NULL && src_head->IsFrontEngine()) GroupStatistics::CountVehicle(src_head, 1);
1322  if (dst_head != NULL && dst_head->IsFrontEngine()) GroupStatistics::CountVehicle(dst_head, 1);
1323 
1324  /* Handle 'new engine' part of cases #1b, #2b, #3b, #4b and #5 in NormaliseTrainHead. */
1325  NormaliseTrainHead(src_head);
1326  NormaliseTrainHead(dst_head);
1327 
1328  if ((flags & DC_NO_CARGO_CAP_CHECK) == 0) {
1329  CheckCargoCapacity(src_head);
1330  CheckCargoCapacity(dst_head);
1331  }
1332 
1333  if (src_head != NULL) src_head->First()->MarkDirty();
1334  if (dst_head != NULL) dst_head->First()->MarkDirty();
1335 
1336  /* We are undoubtedly changing something in the depot and train list. */
1339  } else {
1340  /* We don't want to execute what we're just tried. */
1341  RestoreTrainBackup(original_src);
1342  RestoreTrainBackup(original_dst);
1343  }
1344 
1345  return CommandCost();
1346 }
1347 
1359 CommandCost CmdSellRailWagon(DoCommandFlag flags, Vehicle *t, uint16 data, uint32 user)
1360 {
1361  /* Sell a chain of vehicles or not? */
1362  bool sell_chain = HasBit(data, 0);
1363 
1365  Train *first = v->First();
1366 
1367  if (v->IsRearDualheaded()) return_cmd_error(STR_ERROR_REAR_ENGINE_FOLLOW_FRONT);
1368 
1369  /* First make a backup of the order of the train. That way we can do
1370  * whatever we want with the order and later on easily revert. */
1371  TrainList original;
1372  MakeTrainBackup(original, first);
1373 
1374  /* We need to keep track of the new head and the head of what we're going to sell. */
1375  Train *new_head = first;
1376  Train *sell_head = NULL;
1377 
1378  /* Split the train in the wanted way. */
1379  ArrangeTrains(&sell_head, NULL, &new_head, v, sell_chain);
1380 
1381  /* We don't need to validate the second train; it's going to be sold. */
1382  CommandCost ret = ValidateTrains(NULL, NULL, first, new_head, (flags & DC_AUTOREPLACE) == 0);
1383  if (ret.Failed()) {
1384  /* Restore the train we had. */
1385  RestoreTrainBackup(original);
1386  return ret;
1387  }
1388 
1390  for (Train *t = sell_head; t != NULL; t = t->Next()) cost.AddCost(-t->value);
1391 
1392  if (first->orders.list == NULL && !OrderList::CanAllocateItem()) {
1393  return_cmd_error(STR_ERROR_NO_MORE_SPACE_FOR_ORDERS);
1394  }
1395 
1396  /* do it? */
1397  if (flags & DC_EXEC) {
1398  /* First normalise the sub types of the chain. */
1399  NormaliseSubtypes(new_head);
1400 
1401  if (v == first && v->IsEngine() && !sell_chain && new_head != NULL && new_head->IsFrontEngine()) {
1402  /* We are selling the front engine. In this case we want to
1403  * 'give' the order, unit number and such to the new head. */
1404  new_head->orders.list = first->orders.list;
1405  new_head->AddToShared(first);
1406  DeleteVehicleOrders(first);
1407 
1408  /* Copy other important data from the front engine */
1409  new_head->CopyVehicleConfigAndStatistics(first);
1410  GroupStatistics::CountVehicle(new_head, 1); // after copying over the profit
1411  } else if (v->IsPrimaryVehicle() && data & (MAKE_ORDER_BACKUP_FLAG >> 20)) {
1412  OrderBackup::Backup(v, user);
1413  }
1414 
1415  /* We need to update the information about the train. */
1416  NormaliseTrainHead(new_head);
1417 
1418  /* We are undoubtedly changing something in the depot and train list. */
1421 
1422  /* Actually delete the sold 'goods' */
1423  delete sell_head;
1424  } else {
1425  /* We don't want to execute what we're just tried. */
1426  RestoreTrainBackup(original);
1427  }
1428 
1429  return cost;
1430 }
1431 
1433 {
1434  /* Set common defaults. */
1435  this->x_offs = -1;
1436  this->y_offs = -1;
1437  this->x_extent = 3;
1438  this->y_extent = 3;
1439  this->z_extent = 6;
1440  this->x_bb_offs = 0;
1441  this->y_bb_offs = 0;
1442 
1443  if (!IsDiagonalDirection(direction)) {
1444  static const int _sign_table[] =
1445  {
1446  /* x, y */
1447  -1, -1, // DIR_N
1448  -1, 1, // DIR_E
1449  1, 1, // DIR_S
1450  1, -1, // DIR_W
1451  };
1452 
1453  int half_shorten = (VEHICLE_LENGTH - this->gcache.cached_veh_length) / 2;
1454 
1455  /* For all straight directions, move the bound box to the centre of the vehicle, but keep the size. */
1456  this->x_offs -= half_shorten * _sign_table[direction];
1457  this->y_offs -= half_shorten * _sign_table[direction + 1];
1458  this->x_extent += this->x_bb_offs = half_shorten * _sign_table[direction];
1459  this->y_extent += this->y_bb_offs = half_shorten * _sign_table[direction + 1];
1460  } else {
1461  switch (direction) {
1462  /* Shorten southern corner of the bounding box according the vehicle length
1463  * and center the bounding box on the vehicle. */
1464  case DIR_NE:
1465  this->x_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1466  this->x_extent = this->gcache.cached_veh_length - 1;
1467  this->x_bb_offs = -1;
1468  break;
1469 
1470  case DIR_NW:
1471  this->y_offs = 1 - (this->gcache.cached_veh_length + 1) / 2;
1472  this->y_extent = this->gcache.cached_veh_length - 1;
1473  this->y_bb_offs = -1;
1474  break;
1475 
1476  /* Move northern corner of the bounding box down according to vehicle length
1477  * and center the bounding box on the vehicle. */
1478  case DIR_SW:
1479  this->x_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1480  this->x_extent = VEHICLE_LENGTH - 1;
1481  this->x_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1482  break;
1483 
1484  case DIR_SE:
1485  this->y_offs = 1 + (this->gcache.cached_veh_length + 1) / 2 - VEHICLE_LENGTH;
1486  this->y_extent = VEHICLE_LENGTH - 1;
1487  this->y_bb_offs = VEHICLE_LENGTH - this->gcache.cached_veh_length - 1;
1488  break;
1489 
1490  default:
1491  NOT_REACHED();
1492  }
1493  }
1494 }
1495 
1500 static void MarkTrainAsStuck(Train *v)
1501 {
1502  if (!HasBit(v->flags, VRF_TRAIN_STUCK)) {
1503  /* It is the first time the problem occurred, set the "train stuck" flag. */
1504  SetBit(v->flags, VRF_TRAIN_STUCK);
1505 
1506  v->wait_counter = 0;
1507 
1508  /* Stop train */
1509  v->cur_speed = 0;
1510  v->subspeed = 0;
1511  v->SetLastSpeed();
1512 
1514  }
1515 }
1516 
1524 static void SwapTrainFlags(uint16 *swap_flag1, uint16 *swap_flag2)
1525 {
1526  uint16 flag1 = *swap_flag1;
1527  uint16 flag2 = *swap_flag2;
1528 
1529  /* Clear the flags */
1530  ClrBit(*swap_flag1, GVF_GOINGUP_BIT);
1531  ClrBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1532  ClrBit(*swap_flag2, GVF_GOINGUP_BIT);
1533  ClrBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1534 
1535  /* Reverse the rail-flags (if needed) */
1536  if (HasBit(flag1, GVF_GOINGUP_BIT)) {
1537  SetBit(*swap_flag2, GVF_GOINGDOWN_BIT);
1538  } else if (HasBit(flag1, GVF_GOINGDOWN_BIT)) {
1539  SetBit(*swap_flag2, GVF_GOINGUP_BIT);
1540  }
1541  if (HasBit(flag2, GVF_GOINGUP_BIT)) {
1542  SetBit(*swap_flag1, GVF_GOINGDOWN_BIT);
1543  } else if (HasBit(flag2, GVF_GOINGDOWN_BIT)) {
1544  SetBit(*swap_flag1, GVF_GOINGUP_BIT);
1545  }
1546 }
1547 
1553 {
1554  /* Reverse the direction. */
1555  if (v->track != TRACK_BIT_DEPOT) v->direction = ReverseDir(v->direction);
1556 
1557  /* Call the proper EnterTile function unless we are in a wormhole. */
1558  if (v->track != TRACK_BIT_WORMHOLE) {
1559  VehicleEnterTile(v, v->tile, v->x_pos, v->y_pos);
1560  } else {
1561  /* VehicleEnter_TunnelBridge() sets TRACK_BIT_WORMHOLE when the vehicle
1562  * is on the last bit of the bridge head (frame == TILE_SIZE - 1).
1563  * If we were swapped with such a vehicle, we have set TRACK_BIT_WORMHOLE,
1564  * when we shouldn't have. Check if this is the case. */
1565  TileIndex vt = TileVirtXY(v->x_pos, v->y_pos);
1566  if (IsTileType(vt, MP_TUNNELBRIDGE)) {
1567  VehicleEnterTile(v, vt, v->x_pos, v->y_pos);
1568  if (v->track != TRACK_BIT_WORMHOLE && IsBridgeTile(v->tile)) {
1569  /* We have just left the wormhole, possibly set the
1570  * "goingdown" bit. UpdateInclination() can be used
1571  * because we are at the border of the tile. */
1572  v->UpdatePosition();
1573  v->UpdateInclination(true, true);
1574  return;
1575  }
1576  }
1577  }
1578 
1579  v->UpdatePosition();
1580  v->UpdateViewport(true, true);
1581 }
1582 
1589 void ReverseTrainSwapVeh(Train *v, int l, int r)
1590 {
1591  Train *a, *b;
1592 
1593  /* locate vehicles to swap */
1594  for (a = v; l != 0; l--) a = a->Next();
1595  for (b = v; r != 0; r--) b = b->Next();
1596 
1597  if (a != b) {
1598  /* swap the hidden bits */
1599  {
1600  uint16 tmp = (a->vehstatus & ~VS_HIDDEN) | (b->vehstatus & VS_HIDDEN);
1601  b->vehstatus = (b->vehstatus & ~VS_HIDDEN) | (a->vehstatus & VS_HIDDEN);
1602  a->vehstatus = tmp;
1603  }
1604 
1605  Swap(a->track, b->track);
1606  Swap(a->direction, b->direction);
1607  Swap(a->x_pos, b->x_pos);
1608  Swap(a->y_pos, b->y_pos);
1609  Swap(a->tile, b->tile);
1610  Swap(a->z_pos, b->z_pos);
1611 
1612  SwapTrainFlags(&a->gv_flags, &b->gv_flags);
1613 
1616  } else {
1617  /* Swap GVF_GOINGUP_BIT/GVF_GOINGDOWN_BIT.
1618  * This is a little bit redundant way, a->gv_flags will
1619  * be (re)set twice, but it reduces code duplication */
1620  SwapTrainFlags(&a->gv_flags, &a->gv_flags);
1622  }
1623 }
1624 
1625 
1631 static Vehicle *TrainOnTileEnum(Vehicle *v, void *)
1632 {
1633  return (v->type == VEH_TRAIN) ? v : NULL;
1634 }
1635 
1636 
1644 {
1645  if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
1646 
1647  Train *t = Train::From(v);
1648  if (!t->IsFrontEngine()) return NULL;
1649 
1650  TileIndex tile = *(TileIndex *)data;
1651 
1652  if (TrainApproachingCrossingTile(t) != tile) return NULL;
1653 
1654  return t;
1655 }
1656 
1657 
1665 {
1666  assert(IsLevelCrossingTile(tile));
1667 
1669  TileIndex tile_from = tile + TileOffsByDiagDir(dir);
1670 
1671  if (HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum)) return true;
1672 
1673  dir = ReverseDiagDir(dir);
1674  tile_from = tile + TileOffsByDiagDir(dir);
1675 
1676  return HasVehicleOnPos(tile_from, &tile, &TrainApproachingCrossingEnum);
1677 }
1678 
1679 
1686 void UpdateLevelCrossing(TileIndex tile, bool sound)
1687 {
1688  assert(IsLevelCrossingTile(tile));
1689 
1690  /* train on crossing || train approaching crossing || reserved */
1691  bool new_state = HasVehicleOnPos(tile, NULL, &TrainOnTileEnum) || TrainApproachingCrossing(tile) || HasCrossingReservation(tile);
1692 
1693  if (new_state != IsCrossingBarred(tile)) {
1694  if (new_state && sound) {
1695  if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1696  }
1697  SetCrossingBarred(tile, new_state);
1698  MarkTileDirtyByTile(tile);
1699  }
1700 }
1701 
1702 
1708 static inline void MaybeBarCrossingWithSound(TileIndex tile)
1709 {
1710  if (!IsCrossingBarred(tile)) {
1711  BarCrossing(tile);
1712  if (_settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, tile);
1713  MarkTileDirtyByTile(tile);
1714  }
1715 }
1716 
1717 
1724 {
1725  Train *base = v;
1726  Train *first = base; // first vehicle to move
1727  Train *last = v->Last(); // last vehicle to move
1728  uint length = CountVehiclesInChain(v);
1729 
1730  while (length > 2) {
1731  last = last->Previous();
1732  first = first->Next();
1733 
1734  int differential = base->CalcNextVehicleOffset() - last->CalcNextVehicleOffset();
1735 
1736  /* do not update images now
1737  * negative differential will be handled in AdvanceWagonsAfterSwap() */
1738  for (int i = 0; i < differential; i++) TrainController(first, last->Next());
1739 
1740  base = first; // == base->Next()
1741  length -= 2;
1742  }
1743 }
1744 
1745 
1752 {
1753  /* first of all, fix the situation when the train was entering a depot */
1754  Train *dep = v; // last vehicle in front of just left depot
1755  while (dep->Next() != NULL && (dep->track == TRACK_BIT_DEPOT || dep->Next()->track != TRACK_BIT_DEPOT)) {
1756  dep = dep->Next(); // find first vehicle outside of a depot, with next vehicle inside a depot
1757  }
1758 
1759  Train *leave = dep->Next(); // first vehicle in a depot we are leaving now
1760 
1761  if (leave != NULL) {
1762  /* 'pull' next wagon out of the depot, so we won't miss it (it could stay in depot forever) */
1763  int d = TicksToLeaveDepot(dep);
1764 
1765  if (d <= 0) {
1766  leave->vehstatus &= ~VS_HIDDEN; // move it out of the depot
1767  leave->track = TrackToTrackBits(GetRailDepotTrack(leave->tile));
1768  for (int i = 0; i >= d; i--) TrainController(leave, NULL); // maybe move it, and maybe let another wagon leave
1769  }
1770  } else {
1771  dep = NULL; // no vehicle in a depot, so no vehicle leaving a depot
1772  }
1773 
1774  Train *base = v;
1775  Train *first = base; // first vehicle to move
1776  Train *last = v->Last(); // last vehicle to move
1777  uint length = CountVehiclesInChain(v);
1778 
1779  /* We have to make sure all wagons that leave a depot because of train reversing are moved correctly
1780  * they have already correct spacing, so we have to make sure they are moved how they should */
1781  bool nomove = (dep == NULL); // If there is no vehicle leaving a depot, limit the number of wagons moved immediately.
1782 
1783  while (length > 2) {
1784  /* we reached vehicle (originally) in front of a depot, stop now
1785  * (we would move wagons that are already moved with new wagon length). */
1786  if (base == dep) break;
1787 
1788  /* the last wagon was that one leaving a depot, so do not move it anymore */
1789  if (last == dep) nomove = true;
1790 
1791  last = last->Previous();
1792  first = first->Next();
1793 
1794  int differential = last->CalcNextVehicleOffset() - base->CalcNextVehicleOffset();
1795 
1796  /* do not update images now */
1797  for (int i = 0; i < differential; i++) TrainController(first, (nomove ? last->Next() : NULL));
1798 
1799  base = first; // == base->Next()
1800  length -= 2;
1801  }
1802 }
1803 
1809 {
1810  if (IsRailDepotTile(v->tile)) {
1812  }
1813 
1814  /* Clear path reservation in front if train is not stuck. */
1815  if (!HasBit(v->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(v);
1816 
1817  /* Check if we were approaching a rail/road-crossing */
1819 
1820  /* count number of vehicles */
1821  int r = CountVehiclesInChain(v) - 1; // number of vehicles - 1
1822 
1824 
1825  /* swap start<>end, start+1<>end-1, ... */
1826  int l = 0;
1827  do {
1828  ReverseTrainSwapVeh(v, l++, r--);
1829  } while (l <= r);
1830 
1832 
1833  if (IsRailDepotTile(v->tile)) {
1835  }
1836 
1837  ToggleBit(v->flags, VRF_TOGGLE_REVERSE);
1838 
1839  ClrBit(v->flags, VRF_REVERSING);
1840 
1841  /* recalculate cached data */
1843 
1844  /* update all images */
1845  for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
1846 
1847  /* update crossing we were approaching */
1848  if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
1849 
1850  /* maybe we are approaching crossing now, after reversal */
1851  crossing = TrainApproachingCrossingTile(v);
1852  if (crossing != INVALID_TILE) MaybeBarCrossingWithSound(crossing);
1853 
1854  /* If we are inside a depot after reversing, don't bother with path reserving. */
1855  if (v->track == TRACK_BIT_DEPOT) {
1856  /* Can't be stuck here as inside a depot is always a safe tile. */
1858  ClrBit(v->flags, VRF_TRAIN_STUCK);
1859  return;
1860  }
1861 
1862  /* TrainExitDir does not always produce the desired dir for depots and
1863  * tunnels/bridges that is needed for UpdateSignalsOnSegment. */
1864  DiagDirection dir = TrainExitDir(v->direction, v->track);
1866 
1868  /* If we are currently on a tile with conventional signals, we can't treat the
1869  * current tile as a safe tile or we would enter a PBS block without a reservation. */
1870  bool first_tile_okay = !(IsTileType(v->tile, MP_RAILWAY) &&
1872  !IsPbsSignal(GetSignalType(v->tile, FindFirstTrack(v->track))));
1873 
1874  /* If we are on a depot tile facing outwards, do not treat the current tile as safe. */
1875  if (IsRailDepotTile(v->tile) && TrackdirToExitdir(v->GetVehicleTrackdir()) == GetRailDepotDirection(v->tile)) first_tile_okay = false;
1876 
1878  if (TryPathReserve(v, false, first_tile_okay)) {
1879  /* Do a look-ahead now in case our current tile was already a safe tile. */
1880  CheckNextTrainTile(v);
1881  } else if (v->current_order.GetType() != OT_LOADING) {
1882  /* Do not wait for a way out when we're still loading */
1883  MarkTrainAsStuck(v);
1884  }
1885  } else if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
1886  /* A train not inside a PBS block can't be stuck. */
1887  ClrBit(v->flags, VRF_TRAIN_STUCK);
1888  v->wait_counter = 0;
1889  }
1890 }
1891 
1901 CommandCost CmdReverseTrainDirection(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1902 {
1903  Train *v = Train::GetIfValid(p1);
1904  if (v == NULL) return CMD_ERROR;
1905 
1906  CommandCost ret = CheckOwnership(v->owner);
1907  if (ret.Failed()) return ret;
1908 
1909  if (p2 != 0) {
1910  /* turn a single unit around */
1911 
1912  if (v->IsMultiheaded() || HasBit(EngInfo(v->engine_type)->callback_mask, CBM_VEHICLE_ARTIC_ENGINE)) {
1913  return_cmd_error(STR_ERROR_CAN_T_REVERSE_DIRECTION_RAIL_VEHICLE_MULTIPLE_UNITS);
1914  }
1915  if (!HasBit(EngInfo(v->engine_type)->misc_flags, EF_RAIL_FLIPS)) return CMD_ERROR;
1916 
1917  Train *front = v->First();
1918  /* make sure the vehicle is stopped in the depot */
1919  if (!front->IsStoppedInDepot()) {
1920  return_cmd_error(STR_ERROR_TRAINS_CAN_ONLY_BE_ALTERED_INSIDE_A_DEPOT);
1921  }
1922 
1923  if (flags & DC_EXEC) {
1924  ToggleBit(v->flags, VRF_REVERSE_DIRECTION);
1925 
1926  front->ConsistChanged(CCF_ARRANGE);
1931  }
1932  } else {
1933  /* turn the whole train around */
1934  if ((v->vehstatus & VS_CRASHED) || v->breakdown_ctr != 0) return CMD_ERROR;
1935 
1936  if (flags & DC_EXEC) {
1937  /* Properly leave the station if we are loading and won't be loading anymore */
1938  if (v->current_order.IsType(OT_LOADING)) {
1939  const Vehicle *last = v;
1940  while (last->Next() != NULL) last = last->Next();
1941 
1942  /* not a station || different station --> leave the station */
1943  if (!IsTileType(last->tile, MP_STATION) || GetStationIndex(last->tile) != GetStationIndex(v->tile)) {
1944  v->LeaveStation();
1945  }
1946  }
1947 
1948  /* We cancel any 'skip signal at dangers' here */
1949  v->force_proceed = TFP_NONE;
1951 
1952  if (_settings_game.vehicle.train_acceleration_model != AM_ORIGINAL && v->cur_speed != 0) {
1953  ToggleBit(v->flags, VRF_REVERSING);
1954  } else {
1955  v->cur_speed = 0;
1956  v->SetLastSpeed();
1959  }
1960  }
1961  }
1962  return CommandCost();
1963 }
1964 
1974 CommandCost CmdForceTrainProceed(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2, const char *text)
1975 {
1976  Train *t = Train::GetIfValid(p1);
1977  if (t == NULL) return CMD_ERROR;
1978 
1979  if (!t->IsPrimaryVehicle()) return CMD_ERROR;
1980 
1981  CommandCost ret = CheckOwnership(t->owner);
1982  if (ret.Failed()) return ret;
1983 
1984 
1985  if (flags & DC_EXEC) {
1986  /* If we are forced to proceed, cancel that order.
1987  * If we are marked stuck we would want to force the train
1988  * to proceed to the next signal. In the other cases we
1989  * would like to pass the signal at danger and run till the
1990  * next signal we encounter. */
1991  t->force_proceed = t->force_proceed == TFP_SIGNAL ? TFP_NONE : HasBit(t->flags, VRF_TRAIN_STUCK) || t->IsChainInDepot() ? TFP_STUCK : TFP_SIGNAL;
1993  }
1994 
1995  return CommandCost();
1996 }
1997 
2005 static FindDepotData FindClosestTrainDepot(Train *v, int max_distance)
2006 {
2007  assert(!(v->vehstatus & VS_CRASHED));
2008 
2009  if (IsRailDepotTile(v->tile)) return FindDepotData(v->tile, 0);
2010 
2011  PBSTileInfo origin = FollowTrainReservation(v);
2012  if (IsRailDepotTile(origin.tile)) return FindDepotData(origin.tile, 0);
2013 
2015  case VPF_NPF: return NPFTrainFindNearestDepot(v, max_distance);
2016  case VPF_YAPF: return YapfTrainFindNearestDepot(v, max_distance);
2017 
2018  default: NOT_REACHED();
2019  }
2020 }
2021 
2029 bool Train::FindClosestDepot(TileIndex *location, DestinationID *destination, bool *reverse)
2030 {
2031  FindDepotData tfdd = FindClosestTrainDepot(this, 0);
2032  if (tfdd.best_length == UINT_MAX) return false;
2033 
2034  if (location != NULL) *location = tfdd.tile;
2035  if (destination != NULL) *destination = GetDepotIndex(tfdd.tile);
2036  if (reverse != NULL) *reverse = tfdd.reverse;
2037 
2038  return true;
2039 }
2040 
2043 {
2044  static const SoundFx sfx[] = {
2045  SND_04_TRAIN,
2046  SND_0A_TRAIN_HORN,
2047  SND_0A_TRAIN_HORN,
2048  SND_47_MAGLEV_2,
2049  SND_41_MAGLEV
2050  };
2051 
2052  if (PlayVehicleSound(this, VSE_START)) return;
2053 
2054  EngineID engtype = this->engine_type;
2055  SndPlayVehicleFx(sfx[RailVehInfo(engtype)->engclass], this);
2056 }
2057 
2062 static void CheckNextTrainTile(Train *v)
2063 {
2064  /* Don't do any look-ahead if path_backoff_interval is 255. */
2065  if (_settings_game.pf.path_backoff_interval == 255) return;
2066 
2067  /* Exit if we are inside a depot. */
2068  if (v->track == TRACK_BIT_DEPOT) return;
2069 
2070  switch (v->current_order.GetType()) {
2071  /* Exit if we reached our destination depot. */
2072  case OT_GOTO_DEPOT:
2073  if (v->tile == v->dest_tile) return;
2074  break;
2075 
2076  case OT_GOTO_WAYPOINT:
2077  /* If we reached our waypoint, make sure we see that. */
2079  break;
2080 
2081  case OT_NOTHING:
2082  case OT_LEAVESTATION:
2083  case OT_LOADING:
2084  /* Exit if the current order doesn't have a destination, but the train has orders. */
2085  if (v->GetNumOrders() > 0) return;
2086  break;
2087 
2088  default:
2089  break;
2090  }
2091  /* Exit if we are on a station tile and are going to stop. */
2093 
2094  Trackdir td = v->GetVehicleTrackdir();
2095 
2096  /* On a tile with a red non-pbs signal, don't look ahead. */
2097  if (IsTileType(v->tile, MP_RAILWAY) && HasSignalOnTrackdir(v->tile, td) &&
2098  !IsPbsSignal(GetSignalType(v->tile, TrackdirToTrack(td))) &&
2099  GetSignalStateByTrackdir(v->tile, td) == SIGNAL_STATE_RED) return;
2100 
2101  CFollowTrackRail ft(v);
2102  if (!ft.Follow(v->tile, td)) return;
2103 
2105  /* Next tile is not reserved. */
2108  /* If the next tile is a PBS signal, try to make a reservation. */
2112  }
2113  ChooseTrainTrack(v, ft.m_new_tile, ft.m_exitdir, tracks, false, NULL, false);
2114  }
2115  }
2116  }
2117 }
2118 
2125 {
2126  /* bail out if not all wagons are in the same depot or not in a depot at all */
2127  for (const Train *u = v; u != NULL; u = u->Next()) {
2128  if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return false;
2129  }
2130 
2131  /* if the train got no power, then keep it in the depot */
2132  if (v->gcache.cached_power == 0) {
2133  v->vehstatus |= VS_STOPPED;
2135  return true;
2136  }
2137 
2138  SigSegState seg_state;
2139 
2140  if (v->force_proceed == TFP_NONE) {
2141  /* force proceed was not pressed */
2142  if (++v->wait_counter < 37) {
2144  return true;
2145  }
2146 
2147  v->wait_counter = 0;
2148 
2150  if (seg_state == SIGSEG_FULL || HasDepotReservation(v->tile)) {
2151  /* Full and no PBS signal in block or depot reserved, can't exit. */
2153  return true;
2154  }
2155  } else {
2157  }
2158 
2159  /* We are leaving a depot, but have to go to the exact same one; re-enter */
2160  if (v->current_order.IsType(OT_GOTO_DEPOT) && v->tile == v->dest_tile) {
2161  /* We need to have a reservation for this to work. */
2162  if (HasDepotReservation(v->tile)) return true;
2163  SetDepotReservation(v->tile, true);
2164  VehicleEnterDepot(v);
2165  return true;
2166  }
2167 
2168  /* Only leave when we can reserve a path to our destination. */
2169  if (seg_state == SIGSEG_PBS && !TryPathReserve(v) && v->force_proceed == TFP_NONE) {
2170  /* No path and no force proceed. */
2172  MarkTrainAsStuck(v);
2173  return true;
2174  }
2175 
2176  SetDepotReservation(v->tile, true);
2178 
2181  v->PlayLeaveStationSound();
2182 
2183  v->track = TRACK_BIT_X;
2184  if (v->direction & 2) v->track = TRACK_BIT_Y;
2185 
2186  v->vehstatus &= ~VS_HIDDEN;
2187  v->cur_speed = 0;
2188 
2189  v->UpdateViewport(true, true);
2190  v->UpdatePosition();
2192  v->UpdateAcceleration();
2194 
2195  return false;
2196 }
2197 
2204 static void ClearPathReservation(const Train *v, TileIndex tile, Trackdir track_dir)
2205 {
2206  DiagDirection dir = TrackdirToExitdir(track_dir);
2207 
2208  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
2209  /* Are we just leaving a tunnel/bridge? */
2210  if (GetTunnelBridgeDirection(tile) == ReverseDiagDir(dir)) {
2211  TileIndex end = GetOtherTunnelBridgeEnd(tile);
2212 
2213  if (TunnelBridgeIsFree(tile, end, v).Succeeded()) {
2214  /* Free the reservation only if no other train is on the tiles. */
2215  SetTunnelBridgeReservation(tile, false);
2216  SetTunnelBridgeReservation(end, false);
2217 
2219  if (IsBridge(tile)) {
2220  MarkBridgeDirty(tile);
2221  } else {
2222  MarkTileDirtyByTile(tile);
2223  MarkTileDirtyByTile(end);
2224  }
2225  }
2226  }
2227  }
2228  } else if (IsRailStationTile(tile)) {
2229  TileIndex new_tile = TileAddByDiagDir(tile, dir);
2230  /* If the new tile is not a further tile of the same station, we
2231  * clear the reservation for the whole platform. */
2232  if (!IsCompatibleTrainStationTile(new_tile, tile)) {
2234  }
2235  } else {
2236  /* Any other tile */
2237  UnreserveRailTrack(tile, TrackdirToTrack(track_dir));
2238  }
2239 }
2240 
2247 void FreeTrainTrackReservation(const Train *v, TileIndex origin, Trackdir orig_td)
2248 {
2249  assert(v->IsFrontEngine());
2250 
2251  TileIndex tile = origin != INVALID_TILE ? origin : v->tile;
2252  Trackdir td = orig_td != INVALID_TRACKDIR ? orig_td : v->GetVehicleTrackdir();
2253  bool free_tile = tile != v->tile || !(IsRailStationTile(v->tile) || IsTileType(v->tile, MP_TUNNELBRIDGE));
2254  StationID station_id = IsRailStationTile(v->tile) ? GetStationIndex(v->tile) : INVALID_STATION;
2255 
2256  /* Can't be holding a reservation if we enter a depot. */
2257  if (IsRailDepotTile(tile) && TrackdirToExitdir(td) != GetRailDepotDirection(tile)) return;
2258  if (v->track == TRACK_BIT_DEPOT) {
2259  /* Front engine is in a depot. We enter if some part is not in the depot. */
2260  for (const Train *u = v; u != NULL; u = u->Next()) {
2261  if (u->track != TRACK_BIT_DEPOT || u->tile != v->tile) return;
2262  }
2263  }
2264  /* Don't free reservation if it's not ours. */
2266 
2268  while (ft.Follow(tile, td)) {
2269  tile = ft.m_new_tile;
2271  td = RemoveFirstTrackdir(&bits);
2272  assert(bits == TRACKDIR_BIT_NONE);
2273 
2274  if (!IsValidTrackdir(td)) break;
2275 
2276  if (IsTileType(tile, MP_RAILWAY)) {
2277  if (HasSignalOnTrackdir(tile, td) && !IsPbsSignal(GetSignalType(tile, TrackdirToTrack(td)))) {
2278  /* Conventional signal along trackdir: remove reservation and stop. */
2280  break;
2281  }
2282  if (HasPbsSignalOnTrackdir(tile, td)) {
2283  if (GetSignalStateByTrackdir(tile, td) == SIGNAL_STATE_RED) {
2284  /* Red PBS signal? Can't be our reservation, would be green then. */
2285  break;
2286  } else {
2287  /* Turn the signal back to red. */
2289  MarkTileDirtyByTile(tile);
2290  }
2291  } else if (HasSignalOnTrackdir(tile, ReverseTrackdir(td)) && IsOnewaySignal(tile, TrackdirToTrack(td))) {
2292  break;
2293  }
2294  }
2295 
2296  /* Don't free first station/bridge/tunnel if we are on it. */
2297  if (free_tile || (!(ft.m_is_station && GetStationIndex(ft.m_new_tile) == station_id) && !ft.m_is_tunnel && !ft.m_is_bridge)) ClearPathReservation(v, tile, td);
2298 
2299  free_tile = true;
2300  }
2301 }
2302 
2303 static const byte _initial_tile_subcoord[6][4][3] = {
2304 {{ 15, 8, 1 }, { 0, 0, 0 }, { 0, 8, 5 }, { 0, 0, 0 }},
2305 {{ 0, 0, 0 }, { 8, 0, 3 }, { 0, 0, 0 }, { 8, 15, 7 }},
2306 {{ 0, 0, 0 }, { 7, 0, 2 }, { 0, 7, 6 }, { 0, 0, 0 }},
2307 {{ 15, 8, 2 }, { 0, 0, 0 }, { 0, 0, 0 }, { 8, 15, 6 }},
2308 {{ 15, 7, 0 }, { 8, 0, 4 }, { 0, 0, 0 }, { 0, 0, 0 }},
2309 {{ 0, 0, 0 }, { 0, 0, 0 }, { 0, 8, 4 }, { 7, 15, 0 }},
2310 };
2311 
2324 static Track DoTrainPathfind(const Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool &path_found, bool do_track_reservation, PBSTileInfo *dest)
2325 {
2327  case VPF_NPF: return NPFTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2328  case VPF_YAPF: return YapfTrainChooseTrack(v, tile, enterdir, tracks, path_found, do_track_reservation, dest);
2329 
2330  default: NOT_REACHED();
2331  }
2332 }
2333 
2339 static PBSTileInfo ExtendTrainReservation(const Train *v, TrackBits *new_tracks, DiagDirection *enterdir)
2340 {
2341  PBSTileInfo origin = FollowTrainReservation(v);
2342 
2343  CFollowTrackRail ft(v);
2344 
2345  TileIndex tile = origin.tile;
2346  Trackdir cur_td = origin.trackdir;
2347  while (ft.Follow(tile, cur_td)) {
2349  /* Possible signal tile. */
2351  }
2352 
2355  if (ft.m_new_td_bits == TRACKDIR_BIT_NONE) break;
2356  }
2357 
2358  /* Station, depot or waypoint are a possible target. */
2359  bool target_seen = ft.m_is_station || (IsTileType(ft.m_new_tile, MP_RAILWAY) && !IsPlainRail(ft.m_new_tile));
2360  if (target_seen || KillFirstBit(ft.m_new_td_bits) != TRACKDIR_BIT_NONE) {
2361  /* Choice found or possible target encountered.
2362  * On finding a possible target, we need to stop and let the pathfinder handle the
2363  * remaining path. This is because we don't know if this target is in one of our
2364  * orders, so we might cause pathfinding to fail later on if we find a choice.
2365  * This failure would cause a bogous call to TryReserveSafePath which might reserve
2366  * a wrong path not leading to our next destination. */
2368 
2369  /* If we did skip some tiles, backtrack to the first skipped tile so the pathfinder
2370  * actually starts its search at the first unreserved tile. */
2372 
2373  /* Choice found, path valid but not okay. Save info about the choice tile as well. */
2374  if (new_tracks != NULL) *new_tracks = TrackdirBitsToTrackBits(ft.m_new_td_bits);
2375  if (enterdir != NULL) *enterdir = ft.m_exitdir;
2376  return PBSTileInfo(ft.m_new_tile, ft.m_old_td, false);
2377  }
2378 
2379  tile = ft.m_new_tile;
2380  cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2381 
2382  if (IsSafeWaitingPosition(v, tile, cur_td, true, _settings_game.pf.forbid_90_deg)) {
2383  bool wp_free = IsWaitingPositionFree(v, tile, cur_td, _settings_game.pf.forbid_90_deg);
2384  if (!(wp_free && TryReserveRailTrack(tile, TrackdirToTrack(cur_td)))) break;
2385  /* Safe position is all good, path valid and okay. */
2386  return PBSTileInfo(tile, cur_td, true);
2387  }
2388 
2389  if (!TryReserveRailTrack(tile, TrackdirToTrack(cur_td))) break;
2390  }
2391 
2392  if (ft.m_err == CFollowTrackRail::EC_OWNER || ft.m_err == CFollowTrackRail::EC_NO_WAY) {
2393  /* End of line, path valid and okay. */
2394  return PBSTileInfo(ft.m_old_tile, ft.m_old_td, true);
2395  }
2396 
2397  /* Sorry, can't reserve path, back out. */
2398  tile = origin.tile;
2399  cur_td = origin.trackdir;
2400  TileIndex stopped = ft.m_old_tile;
2401  Trackdir stopped_td = ft.m_old_td;
2402  while (tile != stopped || cur_td != stopped_td) {
2403  if (!ft.Follow(tile, cur_td)) break;
2404 
2407  assert(ft.m_new_td_bits != TRACKDIR_BIT_NONE);
2408  }
2410 
2411  tile = ft.m_new_tile;
2412  cur_td = FindFirstTrackdir(ft.m_new_td_bits);
2413 
2414  UnreserveRailTrack(tile, TrackdirToTrack(cur_td));
2415  }
2416 
2417  /* Path invalid. */
2418  return PBSTileInfo();
2419 }
2420 
2431 static bool TryReserveSafeTrack(const Train *v, TileIndex tile, Trackdir td, bool override_tailtype)
2432 {
2434  case VPF_NPF: return NPFTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2435  case VPF_YAPF: return YapfTrainFindNearestSafeTile(v, tile, td, override_tailtype);
2436 
2437  default: NOT_REACHED();
2438  }
2439 }
2440 
2443 private:
2444  Train *v;
2445  Order old_order;
2446  TileIndex old_dest_tile;
2447  StationID old_last_station_visited;
2448  VehicleOrderID index;
2449  bool suppress_implicit_orders;
2450 
2451 public:
2452  VehicleOrderSaver(Train *_v) :
2453  v(_v),
2454  old_order(_v->current_order),
2455  old_dest_tile(_v->dest_tile),
2456  old_last_station_visited(_v->last_station_visited),
2457  index(_v->cur_real_order_index),
2458  suppress_implicit_orders(HasBit(_v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS))
2459  {
2460  }
2461 
2463  {
2464  this->v->current_order = this->old_order;
2465  this->v->dest_tile = this->old_dest_tile;
2466  this->v->last_station_visited = this->old_last_station_visited;
2467  SB(this->v->gv_flags, GVF_SUPPRESS_IMPLICIT_ORDERS, 1, suppress_implicit_orders ? 1: 0);
2468  }
2469 
2475  bool SwitchToNextOrder(bool skip_first)
2476  {
2477  if (this->v->GetNumOrders() == 0) return false;
2478 
2479  if (skip_first) ++this->index;
2480 
2481  int depth = 0;
2482 
2483  do {
2484  /* Wrap around. */
2485  if (this->index >= this->v->GetNumOrders()) this->index = 0;
2486 
2487  Order *order = this->v->GetOrder(this->index);
2488  assert(order != NULL);
2489 
2490  switch (order->GetType()) {
2491  case OT_GOTO_DEPOT:
2492  /* Skip service in depot orders when the train doesn't need service. */
2493  if ((order->GetDepotOrderType() & ODTFB_SERVICE) && !this->v->NeedsServicing()) break;
2494  case OT_GOTO_STATION:
2495  case OT_GOTO_WAYPOINT:
2496  this->v->current_order = *order;
2497  return UpdateOrderDest(this->v, order, 0, true);
2498  case OT_CONDITIONAL: {
2499  VehicleOrderID next = ProcessConditionalOrder(order, this->v);
2500  if (next != INVALID_VEH_ORDER_ID) {
2501  depth++;
2502  this->index = next;
2503  /* Don't increment next, so no break here. */
2504  continue;
2505  }
2506  break;
2507  }
2508  default:
2509  break;
2510  }
2511  /* Don't increment inside the while because otherwise conditional
2512  * orders can lead to an infinite loop. */
2513  ++this->index;
2514  depth++;
2515  } while (this->index != this->v->cur_real_order_index && depth < this->v->GetNumOrders());
2516 
2517  return false;
2518  }
2519 };
2520 
2521 /* choose a track */
2522 static Track ChooseTrainTrack(Train *v, TileIndex tile, DiagDirection enterdir, TrackBits tracks, bool force_res, bool *got_reservation, bool mark_stuck)
2523 {
2524  Track best_track = INVALID_TRACK;
2525  bool do_track_reservation = _settings_game.pf.reserve_paths || force_res;
2526  bool changed_signal = false;
2527 
2528  assert((tracks & ~TRACK_BIT_MASK) == 0);
2529 
2530  if (got_reservation != NULL) *got_reservation = false;
2531 
2532  /* Don't use tracks here as the setting to forbid 90 deg turns might have been switched between reservation and now. */
2533  TrackBits res_tracks = (TrackBits)(GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir));
2534  /* Do we have a suitable reserved track? */
2535  if (res_tracks != TRACK_BIT_NONE) return FindFirstTrack(res_tracks);
2536 
2537  /* Quick return in case only one possible track is available */
2538  if (KillFirstBit(tracks) == TRACK_BIT_NONE) {
2539  Track track = FindFirstTrack(tracks);
2540  /* We need to check for signals only here, as a junction tile can't have signals. */
2541  if (track != INVALID_TRACK && HasPbsSignalOnTrackdir(tile, TrackEnterdirToTrackdir(track, enterdir))) {
2542  do_track_reservation = true;
2543  changed_signal = true;
2545  } else if (!do_track_reservation) {
2546  return track;
2547  }
2548  best_track = track;
2549  }
2550 
2551  PBSTileInfo res_dest(tile, INVALID_TRACKDIR, false);
2552  DiagDirection dest_enterdir = enterdir;
2553  if (do_track_reservation) {
2554  res_dest = ExtendTrainReservation(v, &tracks, &dest_enterdir);
2555  if (res_dest.tile == INVALID_TILE) {
2556  /* Reservation failed? */
2557  if (mark_stuck) MarkTrainAsStuck(v);
2558  if (changed_signal) SetSignalStateByTrackdir(tile, TrackEnterdirToTrackdir(best_track, enterdir), SIGNAL_STATE_RED);
2559  return FindFirstTrack(tracks);
2560  }
2561  if (res_dest.okay) {
2562  /* Got a valid reservation that ends at a safe target, quick exit. */
2563  if (got_reservation != NULL) *got_reservation = true;
2564  if (changed_signal) MarkTileDirtyByTile(tile);
2566  return best_track;
2567  }
2568 
2569  /* Check if the train needs service here, so it has a chance to always find a depot.
2570  * Also check if the current order is a service order so we don't reserve a path to
2571  * the destination but instead to the next one if service isn't needed. */
2573  if (v->current_order.IsType(OT_DUMMY) || v->current_order.IsType(OT_CONDITIONAL) || v->current_order.IsType(OT_GOTO_DEPOT)) ProcessOrders(v);
2574  }
2575 
2576  /* Save the current train order. The destructor will restore the old order on function exit. */
2577  VehicleOrderSaver orders(v);
2578 
2579  /* If the current tile is the destination of the current order and
2580  * a reservation was requested, advance to the next order.
2581  * Don't advance on a depot order as depots are always safe end points
2582  * for a path and no look-ahead is necessary. This also avoids a
2583  * problem with depot orders not part of the order list when the
2584  * order list itself is empty. */
2585  if (v->current_order.IsType(OT_LEAVESTATION)) {
2586  orders.SwitchToNextOrder(false);
2587  } else if (v->current_order.IsType(OT_LOADING) || (!v->current_order.IsType(OT_GOTO_DEPOT) && (
2588  v->current_order.IsType(OT_GOTO_STATION) ?
2590  v->tile == v->dest_tile))) {
2591  orders.SwitchToNextOrder(true);
2592  }
2593 
2594  if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2595  /* Pathfinders are able to tell that route was only 'guessed'. */
2596  bool path_found = true;
2597  TileIndex new_tile = res_dest.tile;
2598 
2599  Track next_track = DoTrainPathfind(v, new_tile, dest_enterdir, tracks, path_found, do_track_reservation, &res_dest);
2600  if (new_tile == tile) best_track = next_track;
2601  v->HandlePathfindingResult(path_found);
2602  }
2603 
2604  /* No track reservation requested -> finished. */
2605  if (!do_track_reservation) return best_track;
2606 
2607  /* A path was found, but could not be reserved. */
2608  if (res_dest.tile != INVALID_TILE && !res_dest.okay) {
2609  if (mark_stuck) MarkTrainAsStuck(v);
2611  return best_track;
2612  }
2613 
2614  /* No possible reservation target found, we are probably lost. */
2615  if (res_dest.tile == INVALID_TILE) {
2616  /* Try to find any safe destination. */
2617  PBSTileInfo origin = FollowTrainReservation(v);
2618  if (TryReserveSafeTrack(v, origin.tile, origin.trackdir, false)) {
2619  TrackBits res = GetReservedTrackbits(tile) & DiagdirReachesTracks(enterdir);
2620  best_track = FindFirstTrack(res);
2622  if (got_reservation != NULL) *got_reservation = true;
2623  if (changed_signal) MarkTileDirtyByTile(tile);
2624  } else {
2626  if (mark_stuck) MarkTrainAsStuck(v);
2627  }
2628  return best_track;
2629  }
2630 
2631  if (got_reservation != NULL) *got_reservation = true;
2632 
2633  /* Reservation target found and free, check if it is safe. */
2634  while (!IsSafeWaitingPosition(v, res_dest.tile, res_dest.trackdir, true, _settings_game.pf.forbid_90_deg)) {
2635  /* Extend reservation until we have found a safe position. */
2636  DiagDirection exitdir = TrackdirToExitdir(res_dest.trackdir);
2637  TileIndex next_tile = TileAddByDiagDir(res_dest.tile, exitdir);
2640  reachable &= ~TrackCrossesTracks(TrackdirToTrack(res_dest.trackdir));
2641  }
2642 
2643  /* Get next order with destination. */
2644  if (orders.SwitchToNextOrder(true)) {
2645  PBSTileInfo cur_dest;
2646  bool path_found;
2647  DoTrainPathfind(v, next_tile, exitdir, reachable, path_found, true, &cur_dest);
2648  if (cur_dest.tile != INVALID_TILE) {
2649  res_dest = cur_dest;
2650  if (res_dest.okay) continue;
2651  /* Path found, but could not be reserved. */
2653  if (mark_stuck) MarkTrainAsStuck(v);
2654  if (got_reservation != NULL) *got_reservation = false;
2655  changed_signal = false;
2656  break;
2657  }
2658  }
2659  /* No order or no safe position found, try any position. */
2660  if (!TryReserveSafeTrack(v, res_dest.tile, res_dest.trackdir, true)) {
2662  if (mark_stuck) MarkTrainAsStuck(v);
2663  if (got_reservation != NULL) *got_reservation = false;
2664  changed_signal = false;
2665  }
2666  break;
2667  }
2668 
2670 
2671  if (changed_signal) MarkTileDirtyByTile(tile);
2672 
2673  return best_track;
2674 }
2675 
2684 bool TryPathReserve(Train *v, bool mark_as_stuck, bool first_tile_okay)
2685 {
2686  assert(v->IsFrontEngine());
2687 
2688  /* We have to handle depots specially as the track follower won't look
2689  * at the depot tile itself but starts from the next tile. If we are still
2690  * inside the depot, a depot reservation can never be ours. */
2691  if (v->track == TRACK_BIT_DEPOT) {
2692  if (HasDepotReservation(v->tile)) {
2693  if (mark_as_stuck) MarkTrainAsStuck(v);
2694  return false;
2695  } else {
2696  /* Depot not reserved, but the next tile might be. */
2698  if (HasReservedTracks(next_tile, DiagdirReachesTracks(GetRailDepotDirection(v->tile)))) return false;
2699  }
2700  }
2701 
2702  Vehicle *other_train = NULL;
2703  PBSTileInfo origin = FollowTrainReservation(v, &other_train);
2704  /* The path we are driving on is already blocked by some other train.
2705  * This can only happen in certain situations when mixing path and
2706  * block signals or when changing tracks and/or signals.
2707  * Exit here as doing any further reservations will probably just
2708  * make matters worse. */
2709  if (other_train != NULL && other_train->index != v->index) {
2710  if (mark_as_stuck) MarkTrainAsStuck(v);
2711  return false;
2712  }
2713  /* If we have a reserved path and the path ends at a safe tile, we are finished already. */
2714  if (origin.okay && (v->tile != origin.tile || first_tile_okay)) {
2715  /* Can't be stuck then. */
2717  ClrBit(v->flags, VRF_TRAIN_STUCK);
2718  return true;
2719  }
2720 
2721  /* If we are in a depot, tentatively reserve the depot. */
2722  if (v->track == TRACK_BIT_DEPOT) {
2723  SetDepotReservation(v->tile, true);
2725  }
2726 
2727  DiagDirection exitdir = TrackdirToExitdir(origin.trackdir);
2728  TileIndex new_tile = TileAddByDiagDir(origin.tile, exitdir);
2730 
2732 
2733  bool res_made = false;
2734  ChooseTrainTrack(v, new_tile, exitdir, reachable, true, &res_made, mark_as_stuck);
2735 
2736  if (!res_made) {
2737  /* Free the depot reservation as well. */
2738  if (v->track == TRACK_BIT_DEPOT) SetDepotReservation(v->tile, false);
2739  return false;
2740  }
2741 
2742  if (HasBit(v->flags, VRF_TRAIN_STUCK)) {
2743  v->wait_counter = 0;
2745  }
2746  ClrBit(v->flags, VRF_TRAIN_STUCK);
2747  return true;
2748 }
2749 
2750 
2751 static bool CheckReverseTrain(const Train *v)
2752 {
2754  v->track == TRACK_BIT_DEPOT || v->track == TRACK_BIT_WORMHOLE ||
2755  !(v->direction & 1)) {
2756  return false;
2757  }
2758 
2759  assert(v->track != TRACK_BIT_NONE);
2760 
2762  case VPF_NPF: return NPFTrainCheckReverse(v);
2763  case VPF_YAPF: return YapfTrainCheckReverse(v);
2764 
2765  default: NOT_REACHED();
2766  }
2767 }
2768 
2775 {
2776  if (station == this->last_station_visited) this->last_station_visited = INVALID_STATION;
2777 
2778  const Station *st = Station::Get(station);
2779  if (!(st->facilities & FACIL_TRAIN)) {
2780  /* The destination station has no trainstation tiles. */
2781  this->IncrementRealOrderIndex();
2782  return 0;
2783  }
2784 
2785  return st->xy;
2786 }
2787 
2790 {
2791  Train *v = this;
2792  do {
2793  v->colourmap = PAL_NONE;
2794  v->UpdateViewport(true, false);
2795  } while ((v = v->Next()) != NULL);
2796 
2797  /* need to update acceleration and cached values since the goods on the train changed. */
2798  this->CargoChanged();
2799  this->UpdateAcceleration();
2800 }
2801 
2810 {
2812  default: NOT_REACHED();
2813  case AM_ORIGINAL:
2814  return this->DoUpdateSpeed(this->acceleration * (this->GetAccelerationStatus() == AS_BRAKE ? -4 : 2), 0, this->GetCurrentMaxSpeed());
2815 
2816  case AM_REALISTIC:
2817  return this->DoUpdateSpeed(this->GetAcceleration(), this->GetAccelerationStatus() == AS_BRAKE ? 0 : 2, this->GetCurrentMaxSpeed());
2818  }
2819 }
2820 
2826 static void TrainEnterStation(Train *v, StationID station)
2827 {
2828  v->last_station_visited = station;
2829 
2830  /* check if a train ever visited this station before */
2831  Station *st = Station::Get(station);
2832  if (!(st->had_vehicle_of_type & HVOT_TRAIN)) {
2833  st->had_vehicle_of_type |= HVOT_TRAIN;
2834  SetDParam(0, st->index);
2836  STR_NEWS_FIRST_TRAIN_ARRIVAL,
2838  v->index,
2839  st->index
2840  );
2841  AI::NewEvent(v->owner, new ScriptEventStationFirstVehicle(st->index, v->index));
2842  Game::NewEvent(new ScriptEventStationFirstVehicle(st->index, v->index));
2843  }
2844 
2845  v->force_proceed = TFP_NONE;
2847 
2848  v->BeginLoading();
2849 
2851  TriggerStationAnimation(st, v->tile, SAT_TRAIN_ARRIVES);
2852 }
2853 
2854 /* Check if the vehicle is compatible with the specified tile */
2855 static inline bool CheckCompatibleRail(const Train *v, TileIndex tile)
2856 {
2857  return IsTileOwner(tile, v->owner) &&
2858  (!v->IsFrontEngine() || HasBit(v->compatible_railtypes, GetRailType(tile)));
2859 }
2860 
2863  byte small_turn;
2864  byte large_turn;
2865  byte z_up;
2866  byte z_down;
2867 };
2868 
2871  /* normal accel */
2872  {256 / 4, 256 / 2, 256 / 4, 2},
2873  {256 / 4, 256 / 2, 256 / 4, 2},
2874  {0, 256 / 2, 256 / 4, 2},
2875 };
2876 
2882 static inline void AffectSpeedByZChange(Train *v, int old_z)
2883 {
2884  if (old_z == v->z_pos || _settings_game.vehicle.train_acceleration_model != AM_ORIGINAL) return;
2885 
2886  const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
2887 
2888  if (old_z < v->z_pos) {
2889  v->cur_speed -= (v->cur_speed * asp->z_up >> 8);
2890  } else {
2891  uint16 spd = v->cur_speed + asp->z_down;
2892  if (spd <= v->gcache.cached_max_track_speed) v->cur_speed = spd;
2893  }
2894 }
2895 
2896 static bool TrainMovedChangeSignals(TileIndex tile, DiagDirection dir)
2897 {
2898  if (IsTileType(tile, MP_RAILWAY) &&
2901  Trackdir trackdir = FindFirstTrackdir(tracks);
2902  if (UpdateSignalsOnSegment(tile, TrackdirToExitdir(trackdir), GetTileOwner(tile)) == SIGSEG_PBS && HasSignalOnTrackdir(tile, trackdir)) {
2903  /* A PBS block with a non-PBS signal facing us? */
2904  if (!IsPbsSignal(GetSignalType(tile, TrackdirToTrack(trackdir)))) return true;
2905  }
2906  }
2907  return false;
2908 }
2909 
2912 {
2913  for (const Train *u = this; u != NULL; u = u->Next()) {
2914  switch (u->track) {
2915  case TRACK_BIT_WORMHOLE:
2917  break;
2918  case TRACK_BIT_DEPOT:
2919  break;
2920  default:
2921  TryReserveRailTrack(u->tile, TrackBitsToTrack(u->track));
2922  break;
2923  }
2924  }
2925 }
2926 
2933 uint Train::Crash(bool flooded)
2934 {
2935  uint pass = 0;
2936  if (this->IsFrontEngine()) {
2937  pass += 2; // driver
2938 
2939  /* Remove the reserved path in front of the train if it is not stuck.
2940  * Also clear all reserved tracks the train is currently on. */
2941  if (!HasBit(this->flags, VRF_TRAIN_STUCK)) FreeTrainTrackReservation(this);
2942  for (const Train *v = this; v != NULL; v = v->Next()) {
2944  if (IsTileType(v->tile, MP_TUNNELBRIDGE)) {
2945  /* ClearPathReservation will not free the wormhole exit
2946  * if the train has just entered the wormhole. */
2948  }
2949  }
2950 
2951  /* we may need to update crossing we were approaching,
2952  * but must be updated after the train has been marked crashed */
2953  TileIndex crossing = TrainApproachingCrossingTile(this);
2954  if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
2955 
2956  /* Remove the loading indicators (if any) */
2958  }
2959 
2960  pass += this->GroundVehicleBase::Crash(flooded);
2961 
2962  this->crash_anim_pos = flooded ? 4000 : 1; // max 4440, disappear pretty fast when flooded
2963  return pass;
2964 }
2965 
2972 static uint TrainCrashed(Train *v)
2973 {
2974  uint num = 0;
2975 
2976  /* do not crash train twice */
2977  if (!(v->vehstatus & VS_CRASHED)) {
2978  num = v->Crash();
2979  AI::NewEvent(v->owner, new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2980  Game::NewEvent(new ScriptEventVehicleCrashed(v->index, v->tile, ScriptEventVehicleCrashed::CRASH_TRAIN));
2981  }
2982 
2983  /* Try to re-reserve track under already crashed train too.
2984  * Crash() clears the reservation! */
2986 
2987  return num;
2988 }
2989 
2993  uint num;
2994 };
2995 
3002 static Vehicle *FindTrainCollideEnum(Vehicle *v, void *data)
3003 {
3005 
3006  /* not a train or in depot */
3007  if (v->type != VEH_TRAIN || Train::From(v)->track == TRACK_BIT_DEPOT) return NULL;
3008 
3009  /* do not crash into trains of another company. */
3010  if (v->owner != tcc->v->owner) return NULL;
3011 
3012  /* get first vehicle now to make most usual checks faster */
3013  Train *coll = Train::From(v)->First();
3014 
3015  /* can't collide with own wagons */
3016  if (coll == tcc->v) return NULL;
3017 
3018  int x_diff = v->x_pos - tcc->v->x_pos;
3019  int y_diff = v->y_pos - tcc->v->y_pos;
3020 
3021  /* Do fast calculation to check whether trains are not in close vicinity
3022  * and quickly reject trains distant enough for any collision.
3023  * Differences are shifted by 7, mapping range [-7 .. 8] into [0 .. 15]
3024  * Differences are then ORed and then we check for any higher bits */
3025  uint hash = (y_diff + 7) | (x_diff + 7);
3026  if (hash & ~15) return NULL;
3027 
3028  /* Slower check using multiplication */
3029  int min_diff = (Train::From(v)->gcache.cached_veh_length + 1) / 2 + (tcc->v->gcache.cached_veh_length + 1) / 2 - 1;
3030  if (x_diff * x_diff + y_diff * y_diff > min_diff * min_diff) return NULL;
3031 
3032  /* Happens when there is a train under bridge next to bridge head */
3033  if (abs(v->z_pos - tcc->v->z_pos) > 5) return NULL;
3034 
3035  /* crash both trains */
3036  tcc->num += TrainCrashed(tcc->v);
3037  tcc->num += TrainCrashed(coll);
3038 
3039  return NULL; // continue searching
3040 }
3041 
3050 {
3051  /* can't collide in depot */
3052  if (v->track == TRACK_BIT_DEPOT) return false;
3053 
3054  assert(v->track == TRACK_BIT_WORMHOLE || TileVirtXY(v->x_pos, v->y_pos) == v->tile);
3055 
3056  TrainCollideChecker tcc;
3057  tcc.v = v;
3058  tcc.num = 0;
3059 
3060  /* find colliding vehicles */
3061  if (v->track == TRACK_BIT_WORMHOLE) {
3064  } else {
3066  }
3067 
3068  /* any dead -> no crash */
3069  if (tcc.num == 0) return false;
3070 
3071  SetDParam(0, tcc.num);
3072  AddVehicleNewsItem(STR_NEWS_TRAIN_CRASH, NT_ACCIDENT, v->index);
3073 
3074  ModifyStationRatingAround(v->tile, v->owner, -160, 30);
3075  if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_13_BIG_CRASH, v);
3076  return true;
3077 }
3078 
3079 static Vehicle *CheckTrainAtSignal(Vehicle *v, void *data)
3080 {
3081  if (v->type != VEH_TRAIN || (v->vehstatus & VS_CRASHED)) return NULL;
3082 
3083  Train *t = Train::From(v);
3084  DiagDirection exitdir = *(DiagDirection *)data;
3085 
3086  /* not front engine of a train, inside wormhole or depot, crashed */
3087  if (!t->IsFrontEngine() || !(t->track & TRACK_BIT_MASK)) return NULL;
3088 
3089  if (t->cur_speed > 5 || TrainExitDir(t->direction, t->track) != exitdir) return NULL;
3090 
3091  return t;
3092 }
3093 
3101 bool TrainController(Train *v, Vehicle *nomove, bool reverse)
3102 {
3103  Train *first = v->First();
3104  Train *prev;
3105  bool direction_changed = false; // has direction of any part changed?
3106 
3107  /* For every vehicle after and including the given vehicle */
3108  for (prev = v->Previous(); v != nomove; prev = v, v = v->Next()) {
3109  DiagDirection enterdir = DIAGDIR_BEGIN;
3110  bool update_signals_crossing = false; // will we update signals or crossing state?
3111 
3113  if (v->track != TRACK_BIT_WORMHOLE) {
3114  /* Not inside tunnel */
3115  if (gp.old_tile == gp.new_tile) {
3116  /* Staying in the old tile */
3117  if (v->track == TRACK_BIT_DEPOT) {
3118  /* Inside depot */
3119  gp.x = v->x_pos;
3120  gp.y = v->y_pos;
3121  } else {
3122  /* Not inside depot */
3123 
3124  /* Reverse when we are at the end of the track already, do not move to the new position */
3125  if (v->IsFrontEngine() && !TrainCheckIfLineEnds(v, reverse)) return false;
3126 
3127  uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3128  if (HasBit(r, VETS_CANNOT_ENTER)) {
3129  goto invalid_rail;
3130  }
3131  if (HasBit(r, VETS_ENTERED_STATION)) {
3132  /* The new position is the end of the platform */
3134  }
3135  }
3136  } else {
3137  /* A new tile is about to be entered. */
3138 
3139  /* Determine what direction we're entering the new tile from */
3140  enterdir = DiagdirBetweenTiles(gp.old_tile, gp.new_tile);
3141  assert(IsValidDiagDirection(enterdir));
3142 
3143  /* Get the status of the tracks in the new tile and mask
3144  * away the bits that aren't reachable. */
3145  TrackStatus ts = GetTileTrackStatus(gp.new_tile, TRANSPORT_RAIL, 0, ReverseDiagDir(enterdir));
3146  TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(enterdir);
3147 
3148  TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3149  TrackBits red_signals = TrackdirBitsToTrackBits(TrackStatusToRedSignals(ts) & reachable_trackdirs);
3150 
3151  TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3152  if (_settings_game.pf.forbid_90_deg && prev == NULL) {
3153  /* We allow wagons to make 90 deg turns, because forbid_90_deg
3154  * can be switched on halfway a turn */
3155  bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3156  }
3157 
3158  if (bits == TRACK_BIT_NONE) goto invalid_rail;
3159 
3160  /* Check if the new tile constrains tracks that are compatible
3161  * with the current train, if not, bail out. */
3162  if (!CheckCompatibleRail(v, gp.new_tile)) goto invalid_rail;
3163 
3164  TrackBits chosen_track;
3165  if (prev == NULL) {
3166  /* Currently the locomotive is active. Determine which one of the
3167  * available tracks to choose */
3168  chosen_track = TrackToTrackBits(ChooseTrainTrack(v, gp.new_tile, enterdir, bits, false, NULL, true));
3169  assert(chosen_track & (bits | GetReservedTrackbits(gp.new_tile)));
3170 
3171  if (v->force_proceed != TFP_NONE && IsPlainRailTile(gp.new_tile) && HasSignals(gp.new_tile)) {
3172  /* For each signal we find decrease the counter by one.
3173  * We start at two, so the first signal we pass decreases
3174  * this to one, then if we reach the next signal it is
3175  * decreased to zero and we won't pass that new signal. */
3176  Trackdir dir = FindFirstTrackdir(trackdirbits);
3177  if (HasSignalOnTrackdir(gp.new_tile, dir) ||
3179  GetSignalType(gp.new_tile, TrackdirToTrack(dir)) != SIGTYPE_PBS)) {
3180  /* However, we do not want to be stopped by PBS signals
3181  * entered via the back. */
3182  v->force_proceed = (v->force_proceed == TFP_SIGNAL) ? TFP_STUCK : TFP_NONE;
3183  SetWindowDirty(WC_VEHICLE_VIEW, v->index);
3184  }
3185  }
3186 
3187  /* Check if it's a red signal and that force proceed is not clicked. */
3188  if ((red_signals & chosen_track) && v->force_proceed == TFP_NONE) {
3189  /* In front of a red signal */
3190  Trackdir i = FindFirstTrackdir(trackdirbits);
3191 
3192  /* Don't handle stuck trains here. */
3193  if (HasBit(v->flags, VRF_TRAIN_STUCK)) return false;
3194 
3196  v->cur_speed = 0;
3197  v->subspeed = 0;
3198  v->progress = 255 - 100;
3199  if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_oneway_signal * 20) return false;
3200  } else if (HasSignalOnTrackdir(gp.new_tile, i)) {
3201  v->cur_speed = 0;
3202  v->subspeed = 0;
3203  v->progress = 255 - 10;
3204  if (!_settings_game.pf.reverse_at_signals || ++v->wait_counter < _settings_game.pf.wait_twoway_signal * 73) {
3205  DiagDirection exitdir = TrackdirToExitdir(i);
3206  TileIndex o_tile = TileAddByDiagDir(gp.new_tile, exitdir);
3207 
3208  exitdir = ReverseDiagDir(exitdir);
3209 
3210  /* check if a train is waiting on the other side */
3211  if (!HasVehicleOnPos(o_tile, &exitdir, &CheckTrainAtSignal)) return false;
3212  }
3213  }
3214 
3215  /* If we would reverse but are currently in a PBS block and
3216  * reversing of stuck trains is disabled, don't reverse.
3217  * This does not apply if the reason for reversing is a one-way
3218  * signal blocking us, because a train would then be stuck forever. */
3220  UpdateSignalsOnSegment(v->tile, enterdir, v->owner) == SIGSEG_PBS) {
3221  v->wait_counter = 0;
3222  return false;
3223  }
3224  goto reverse_train_direction;
3225  } else {
3226  TryReserveRailTrack(gp.new_tile, TrackBitsToTrack(chosen_track), false);
3227  }
3228  } else {
3229  /* The wagon is active, simply follow the prev vehicle. */
3230  if (prev->tile == gp.new_tile) {
3231  /* Choose the same track as prev */
3232  if (prev->track == TRACK_BIT_WORMHOLE) {
3233  /* Vehicles entering tunnels enter the wormhole earlier than for bridges.
3234  * However, just choose the track into the wormhole. */
3235  assert(IsTunnel(prev->tile));
3236  chosen_track = bits;
3237  } else {
3238  chosen_track = prev->track;
3239  }
3240  } else {
3241  /* Choose the track that leads to the tile where prev is.
3242  * This case is active if 'prev' is already on the second next tile, when 'v' just enters the next tile.
3243  * I.e. when the tile between them has only space for a single vehicle like
3244  * 1) horizontal/vertical track tiles and
3245  * 2) some orientations of tunnel entries, where the vehicle is already inside the wormhole at 8/16 from the tile edge.
3246  * Is also the train just reversing, the wagon inside the tunnel is 'on' the tile of the opposite tunnel entry.
3247  */
3248  static const TrackBits _connecting_track[DIAGDIR_END][DIAGDIR_END] = {
3253  };
3254  DiagDirection exitdir = DiagdirBetweenTiles(gp.new_tile, prev->tile);
3255  assert(IsValidDiagDirection(exitdir));
3256  chosen_track = _connecting_track[enterdir][exitdir];
3257  }
3258  chosen_track &= bits;
3259  }
3260 
3261  /* Make sure chosen track is a valid track */
3262  assert(
3263  chosen_track == TRACK_BIT_X || chosen_track == TRACK_BIT_Y ||
3264  chosen_track == TRACK_BIT_UPPER || chosen_track == TRACK_BIT_LOWER ||
3265  chosen_track == TRACK_BIT_LEFT || chosen_track == TRACK_BIT_RIGHT);
3266 
3267  /* Update XY to reflect the entrance to the new tile, and select the direction to use */
3268  const byte *b = _initial_tile_subcoord[FIND_FIRST_BIT(chosen_track)][enterdir];
3269  gp.x = (gp.x & ~0xF) | b[0];
3270  gp.y = (gp.y & ~0xF) | b[1];
3271  Direction chosen_dir = (Direction)b[2];
3272 
3273  /* Call the landscape function and tell it that the vehicle entered the tile */
3274  uint32 r = VehicleEnterTile(v, gp.new_tile, gp.x, gp.y);
3275  if (HasBit(r, VETS_CANNOT_ENTER)) {
3276  goto invalid_rail;
3277  }
3278 
3279  if (!HasBit(r, VETS_ENTERED_WORMHOLE)) {
3280  Track track = FindFirstTrack(chosen_track);
3281  Trackdir tdir = TrackDirectionToTrackdir(track, chosen_dir);
3282  if (v->IsFrontEngine() && HasPbsSignalOnTrackdir(gp.new_tile, tdir)) {
3285  }
3286 
3287  /* Clear any track reservation when the last vehicle leaves the tile */
3288  if (v->Next() == NULL) ClearPathReservation(v, v->tile, v->GetVehicleTrackdir());
3289 
3290  v->tile = gp.new_tile;
3291 
3293  v->First()->ConsistChanged(CCF_TRACK);
3294  }
3295 
3296  v->track = chosen_track;
3297  assert(v->track);
3298  }
3299 
3300  /* We need to update signal status, but after the vehicle position hash
3301  * has been updated by UpdateInclination() */
3302  update_signals_crossing = true;
3303 
3304  if (chosen_dir != v->direction) {
3305  if (prev == NULL && _settings_game.vehicle.train_acceleration_model == AM_ORIGINAL) {
3306  const AccelerationSlowdownParams *asp = &_accel_slowdown[GetRailTypeInfo(v->railtype)->acceleration_type];
3307  DirDiff diff = DirDifference(v->direction, chosen_dir);
3308  v->cur_speed -= (diff == DIRDIFF_45RIGHT || diff == DIRDIFF_45LEFT ? asp->small_turn : asp->large_turn) * v->cur_speed >> 8;
3309  }
3310  direction_changed = true;
3311  v->direction = chosen_dir;
3312  }
3313 
3314  if (v->IsFrontEngine()) {
3315  v->wait_counter = 0;
3316 
3317  /* If we are approaching a crossing that is reserved, play the sound now. */
3319  if (crossing != INVALID_TILE && HasCrossingReservation(crossing) && _settings_client.sound.ambient) SndPlayTileFx(SND_0E_LEVEL_CROSSING, crossing);
3320 
3321  /* Always try to extend the reservation when entering a tile. */
3322  CheckNextTrainTile(v);
3323  }
3324 
3325  if (HasBit(r, VETS_ENTERED_STATION)) {
3326  /* The new position is the location where we want to stop */
3328  }
3329  }
3330  } else {
3332  /* Perform look-ahead on tunnel exit. */
3333  if (v->IsFrontEngine()) {
3335  CheckNextTrainTile(v);
3336  }
3337  /* Prevent v->UpdateInclination() being called with wrong parameters.
3338  * This could happen if the train was reversed inside the tunnel/bridge. */
3339  if (gp.old_tile == gp.new_tile) {
3341  }
3342  } else {
3343  v->x_pos = gp.x;
3344  v->y_pos = gp.y;
3345  v->UpdatePosition();
3346  if ((v->vehstatus & VS_HIDDEN) == 0) v->Vehicle::UpdateViewport(true);
3347  continue;
3348  }
3349  }
3350 
3351  /* update image of train, as well as delta XY */
3352  v->UpdateDeltaXY(v->direction);
3353 
3354  v->x_pos = gp.x;
3355  v->y_pos = gp.y;
3356  v->UpdatePosition();
3357 
3358  /* update the Z position of the vehicle */
3359  int old_z = v->UpdateInclination(gp.new_tile != gp.old_tile, false);
3360 
3361  if (prev == NULL) {
3362  /* This is the first vehicle in the train */
3363  AffectSpeedByZChange(v, old_z);
3364  }
3365 
3366  if (update_signals_crossing) {
3367  if (v->IsFrontEngine()) {
3368  if (TrainMovedChangeSignals(gp.new_tile, enterdir)) {
3369  /* We are entering a block with PBS signals right now, but
3370  * not through a PBS signal. This means we don't have a
3371  * reservation right now. As a conventional signal will only
3372  * ever be green if no other train is in the block, getting
3373  * a path should always be possible. If the player built
3374  * such a strange network that it is not possible, the train
3375  * will be marked as stuck and the player has to deal with
3376  * the problem. */
3377  if ((!HasReservedTracks(gp.new_tile, v->track) &&
3378  !TryReserveRailTrack(gp.new_tile, FindFirstTrack(v->track))) ||
3379  !TryPathReserve(v)) {
3380  MarkTrainAsStuck(v);
3381  }
3382  }
3383  }
3384 
3385  /* Signals can only change when the first
3386  * (above) or the last vehicle moves. */
3387  if (v->Next() == NULL) {
3388  TrainMovedChangeSignals(gp.old_tile, ReverseDiagDir(enterdir));
3390  }
3391  }
3392 
3393  /* Do not check on every tick to save some computing time. */
3394  if (v->IsFrontEngine() && v->tick_counter % _settings_game.pf.path_backoff_interval == 0) CheckNextTrainTile(v);
3395  }
3396 
3397  if (direction_changed) first->tcache.cached_max_curve_speed = first->GetCurveSpeedLimit();
3398 
3399  return true;
3400 
3401 invalid_rail:
3402  /* We've reached end of line?? */
3403  if (prev != NULL) error("Disconnecting train");
3404 
3405 reverse_train_direction:
3406  if (reverse) {
3407  v->wait_counter = 0;
3408  v->cur_speed = 0;
3409  v->subspeed = 0;
3411  }
3412 
3413  return false;
3414 }
3415 
3423 {
3424  TrackBits *trackbits = (TrackBits *)data;
3425 
3426  if (v->type == VEH_TRAIN && (v->vehstatus & VS_CRASHED) != 0) {
3427  TrackBits train_tbits = Train::From(v)->track;
3428  if (train_tbits == TRACK_BIT_WORMHOLE) {
3429  /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3431  } else if (train_tbits != TRACK_BIT_DEPOT) {
3432  *trackbits |= train_tbits;
3433  }
3434  }
3435 
3436  return NULL;
3437 }
3438 
3446 static void DeleteLastWagon(Train *v)
3447 {
3448  Train *first = v->First();
3449 
3450  /* Go to the last wagon and delete the link pointing there
3451  * *u is then the one-before-last wagon, and *v the last
3452  * one which will physically be removed */
3453  Train *u = v;
3454  for (; v->Next() != NULL; v = v->Next()) u = v;
3455  u->SetNext(NULL);
3456 
3457  if (first != v) {
3458  /* Recalculate cached train properties */
3459  first->ConsistChanged(CCF_ARRANGE);
3460  /* Update the depot window if the first vehicle is in depot -
3461  * if v == first, then it is updated in PreDestructor() */
3462  if (first->track == TRACK_BIT_DEPOT) {
3464  }
3465  v->last_station_visited = first->last_station_visited; // for PreDestructor
3466  }
3467 
3468  /* 'v' shouldn't be accessed after it has been deleted */
3469  TrackBits trackbits = v->track;
3470  TileIndex tile = v->tile;
3471  Owner owner = v->owner;
3472 
3473  delete v;
3474  v = NULL; // make sure nobody will try to read 'v' anymore
3475 
3476  if (trackbits == TRACK_BIT_WORMHOLE) {
3477  /* Vehicle is inside a wormhole, v->track contains no useful value then. */
3479  }
3480 
3481  Track track = TrackBitsToTrack(trackbits);
3482  if (HasReservedTracks(tile, trackbits)) {
3483  UnreserveRailTrack(tile, track);
3484 
3485  /* If there are still crashed vehicles on the tile, give the track reservation to them */
3486  TrackBits remaining_trackbits = TRACK_BIT_NONE;
3487  FindVehicleOnPos(tile, &remaining_trackbits, CollectTrackbitsFromCrashedVehiclesEnum);
3488 
3489  /* It is important that these two are the first in the loop, as reservation cannot deal with every trackbit combination */
3490  assert(TRACK_BEGIN == TRACK_X && TRACK_Y == TRACK_BEGIN + 1);
3491  Track t;
3492  FOR_EACH_SET_TRACK(t, remaining_trackbits) TryReserveRailTrack(tile, t);
3493  }
3494 
3495  /* check if the wagon was on a road/rail-crossing */
3496  if (IsLevelCrossingTile(tile)) UpdateLevelCrossing(tile);
3497 
3498  /* Update signals */
3499  if (IsTileType(tile, MP_TUNNELBRIDGE) || IsRailDepotTile(tile)) {
3501  } else {
3502  SetSignalsOnBothDir(tile, track, owner);
3503  }
3504 }
3505 
3511 {
3512  static const DirDiff delta[] = {
3514  };
3515 
3516  do {
3517  /* We don't need to twist around vehicles if they're not visible */
3518  if (!(v->vehstatus & VS_HIDDEN)) {
3519  v->direction = ChangeDir(v->direction, delta[GB(Random(), 0, 2)]);
3520  v->UpdateDeltaXY(v->direction);
3521  v->cur_image = v->GetImage(v->direction, EIT_ON_MAP);
3522  /* Refrain from updating the z position of the vehicle when on
3523  * a bridge, because UpdateInclination() will put the vehicle under
3524  * the bridge in that case */
3525  if (v->track != TRACK_BIT_WORMHOLE) {
3526  v->UpdatePosition();
3527  v->UpdateInclination(false, false);
3528  }
3529  }
3530  } while ((v = v->Next()) != NULL);
3531 }
3532 
3538 static bool HandleCrashedTrain(Train *v)
3539 {
3540  int state = ++v->crash_anim_pos;
3541 
3542  if (state == 4 && !(v->vehstatus & VS_HIDDEN)) {
3544  }
3545 
3546  uint32 r;
3547  if (state <= 200 && Chance16R(1, 7, r)) {
3548  int index = (r * 10 >> 16);
3549 
3550  Vehicle *u = v;
3551  do {
3552  if (--index < 0) {
3553  r = Random();
3554 
3556  GB(r, 8, 3) + 2,
3557  GB(r, 16, 3) + 2,
3558  GB(r, 0, 3) + 5,
3560  break;
3561  }
3562  } while ((u = u->Next()) != NULL);
3563  }
3564 
3565  if (state <= 240 && !(v->tick_counter & 3)) ChangeTrainDirRandomly(v);
3566 
3567  if (state >= 4440 && !(v->tick_counter & 0x1F)) {
3568  bool ret = v->Next() != NULL;
3569  DeleteLastWagon(v);
3570  return ret;
3571  }
3572 
3573  return true;
3574 }
3575 
3577 static const uint16 _breakdown_speeds[16] = {
3578  225, 210, 195, 180, 165, 150, 135, 120, 105, 90, 75, 60, 45, 30, 15, 15
3579 };
3580 
3581 
3590 static bool TrainApproachingLineEnd(Train *v, bool signal, bool reverse)
3591 {
3592  /* Calc position within the current tile */
3593  uint x = v->x_pos & 0xF;
3594  uint y = v->y_pos & 0xF;
3595 
3596  /* for diagonal directions, 'x' will be 0..15 -
3597  * for other directions, it will be 1, 3, 5, ..., 15 */
3598  switch (v->direction) {
3599  case DIR_N : x = ~x + ~y + 25; break;
3600  case DIR_NW: x = y; // FALL THROUGH
3601  case DIR_NE: x = ~x + 16; break;
3602  case DIR_E : x = ~x + y + 9; break;
3603  case DIR_SE: x = y; break;
3604  case DIR_S : x = x + y - 7; break;
3605  case DIR_W : x = ~y + x + 9; break;
3606  default: break;
3607  }
3608 
3609  /* Do not reverse when approaching red signal. Make sure the vehicle's front
3610  * does not cross the tile boundary when we do reverse, but as the vehicle's
3611  * location is based on their center, use half a vehicle's length as offset.
3612  * Multiply the half-length by two for straight directions to compensate that
3613  * we only get odd x offsets there. */
3614  if (!signal && x + (v->gcache.cached_veh_length + 1) / 2 * (IsDiagonalDirection(v->direction) ? 1 : 2) >= TILE_SIZE) {
3615  /* we are too near the tile end, reverse now */
3616  v->cur_speed = 0;
3617  if (reverse) ReverseTrainDirection(v);
3618  return false;
3619  }
3620 
3621  /* slow down */
3623  uint16 break_speed = _breakdown_speeds[x & 0xF];
3624  if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3625 
3626  return true;
3627 }
3628 
3629 
3635 static bool TrainCanLeaveTile(const Train *v)
3636 {
3637  /* Exit if inside a tunnel/bridge or a depot */
3638  if (v->track == TRACK_BIT_WORMHOLE || v->track == TRACK_BIT_DEPOT) return false;
3639 
3640  TileIndex tile = v->tile;
3641 
3642  /* entering a tunnel/bridge? */
3643  if (IsTileType(tile, MP_TUNNELBRIDGE)) {
3645  if (DiagDirToDir(dir) == v->direction) return false;
3646  }
3647 
3648  /* entering a depot? */
3649  if (IsRailDepotTile(tile)) {
3651  if (DiagDirToDir(dir) == v->direction) return false;
3652  }
3653 
3654  return true;
3655 }
3656 
3657 
3666 {
3667  assert(v->IsFrontEngine());
3668  assert(!(v->vehstatus & VS_CRASHED));
3669 
3670  if (!TrainCanLeaveTile(v)) return INVALID_TILE;
3671 
3672  DiagDirection dir = TrainExitDir(v->direction, v->track);
3673  TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3674 
3675  /* not a crossing || wrong axis || unusable rail (wrong type or owner) */
3676  if (!IsLevelCrossingTile(tile) || DiagDirToAxis(dir) == GetCrossingRoadAxis(tile) ||
3677  !CheckCompatibleRail(v, tile)) {
3678  return INVALID_TILE;
3679  }
3680 
3681  return tile;
3682 }
3683 
3684 
3692 static bool TrainCheckIfLineEnds(Train *v, bool reverse)
3693 {
3694  /* First, handle broken down train */
3695 
3696  int t = v->breakdown_ctr;
3697  if (t > 1) {
3699 
3700  uint16 break_speed = _breakdown_speeds[GB(~t, 4, 4)];
3701  if (break_speed < v->cur_speed) v->cur_speed = break_speed;
3702  } else {
3703  v->vehstatus &= ~VS_TRAIN_SLOWING;
3704  }
3705 
3706  if (!TrainCanLeaveTile(v)) return true;
3707 
3708  /* Determine the non-diagonal direction in which we will exit this tile */
3709  DiagDirection dir = TrainExitDir(v->direction, v->track);
3710  /* Calculate next tile */
3711  TileIndex tile = v->tile + TileOffsByDiagDir(dir);
3712 
3713  /* Determine the track status on the next tile */
3714  TrackStatus ts = GetTileTrackStatus(tile, TRANSPORT_RAIL, 0, ReverseDiagDir(dir));
3715  TrackdirBits reachable_trackdirs = DiagdirReachesTrackdirs(dir);
3716 
3717  TrackdirBits trackdirbits = TrackStatusToTrackdirBits(ts) & reachable_trackdirs;
3718  TrackdirBits red_signals = TrackStatusToRedSignals(ts) & reachable_trackdirs;
3719 
3720  /* We are sure the train is not entering a depot, it is detected above */
3721 
3722  /* mask unreachable track bits if we are forbidden to do 90deg turns */
3723  TrackBits bits = TrackdirBitsToTrackBits(trackdirbits);
3725  bits &= ~TrackCrossesTracks(FindFirstTrack(v->track));
3726  }
3727 
3728  /* no suitable trackbits at all || unusable rail (wrong type or owner) */
3729  if (bits == TRACK_BIT_NONE || !CheckCompatibleRail(v, tile)) {
3730  return TrainApproachingLineEnd(v, false, reverse);
3731  }
3732 
3733  /* approaching red signal */
3734  if ((trackdirbits & red_signals) != 0) return TrainApproachingLineEnd(v, true, reverse);
3735 
3736  /* approaching a rail/road crossing? then make it red */
3738 
3739  return true;
3740 }
3741 
3742 
3743 static bool TrainLocoHandler(Train *v, bool mode)
3744 {
3745  /* train has crashed? */
3746  if (v->vehstatus & VS_CRASHED) {
3747  return mode ? true : HandleCrashedTrain(v); // 'this' can be deleted here
3748  }
3749 
3750  if (v->force_proceed != TFP_NONE) {
3751  ClrBit(v->flags, VRF_TRAIN_STUCK);
3753  }
3754 
3755  /* train is broken down? */
3756  if (v->HandleBreakdown()) return true;
3757 
3758  if (HasBit(v->flags, VRF_REVERSING) && v->cur_speed == 0) {
3760  }
3761 
3762  /* exit if train is stopped */
3763  if ((v->vehstatus & VS_STOPPED) && v->cur_speed == 0) return true;
3764 
3765  bool valid_order = !v->current_order.IsType(OT_NOTHING) && v->current_order.GetType() != OT_CONDITIONAL;
3766  if (ProcessOrders(v) && CheckReverseTrain(v)) {
3767  v->wait_counter = 0;
3768  v->cur_speed = 0;
3769  v->subspeed = 0;
3770  ClrBit(v->flags, VRF_LEAVING_STATION);
3772  return true;
3773  } else if (HasBit(v->flags, VRF_LEAVING_STATION)) {
3774  /* Try to reserve a path when leaving the station as we
3775  * might not be marked as wanting a reservation, e.g.
3776  * when an overlength train gets turned around in a station. */
3777  DiagDirection dir = TrainExitDir(v->direction, v->track);
3779 
3781  TryPathReserve(v, true, true);
3782  }
3783  ClrBit(v->flags, VRF_LEAVING_STATION);
3784  }
3785 
3786  v->HandleLoading(mode);
3787 
3788  if (v->current_order.IsType(OT_LOADING)) return true;
3789 
3790  if (CheckTrainStayInDepot(v)) return true;
3791 
3792  if (!mode) v->ShowVisualEffect();
3793 
3794  /* We had no order but have an order now, do look ahead. */
3795  if (!valid_order && !v->current_order.IsType(OT_NOTHING)) {
3796  CheckNextTrainTile(v);
3797  }
3798 
3799  /* Handle stuck trains. */
3800  if (!mode && HasBit(v->flags, VRF_TRAIN_STUCK)) {
3801  ++v->wait_counter;
3802 
3803  /* Should we try reversing this tick if still stuck? */
3805 
3806  if (!turn_around && v->wait_counter % _settings_game.pf.path_backoff_interval != 0 && v->force_proceed == TFP_NONE) return true;
3807  if (!TryPathReserve(v)) {
3808  /* Still stuck. */
3809  if (turn_around) ReverseTrainDirection(v);
3810 
3812  /* Show message to player. */
3814  SetDParam(0, v->index);
3815  AddVehicleAdviceNewsItem(STR_NEWS_TRAIN_IS_STUCK, v->index);
3816  }
3817  v->wait_counter = 0;
3818  }
3819  /* Exit if force proceed not pressed, else reset stuck flag anyway. */
3820  if (v->force_proceed == TFP_NONE) return true;
3821  ClrBit(v->flags, VRF_TRAIN_STUCK);
3822  v->wait_counter = 0;
3824  }
3825  }
3826 
3827  if (v->current_order.IsType(OT_LEAVESTATION)) {
3828  v->current_order.Free();
3830  return true;
3831  }
3832 
3833  int j = v->UpdateSpeed();
3834 
3835  /* we need to invalidate the widget if we are stopping from 'Stopping 0 km/h' to 'Stopped' */
3836  if (v->cur_speed == 0 && (v->vehstatus & VS_STOPPED)) {
3837  /* If we manually stopped, we're not force-proceeding anymore. */
3838  v->force_proceed = TFP_NONE;
3840  }
3841 
3842  int adv_spd = v->GetAdvanceDistance();
3843  if (j < adv_spd) {
3844  /* if the vehicle has speed 0, update the last_speed field. */
3845  if (v->cur_speed == 0) v->SetLastSpeed();
3846  } else {
3848  /* Loop until the train has finished moving. */
3849  for (;;) {
3850  j -= adv_spd;
3851  TrainController(v, NULL);
3852  /* Don't continue to move if the train crashed. */
3853  if (CheckTrainCollision(v)) break;
3854  /* Determine distance to next map position */
3855  adv_spd = v->GetAdvanceDistance();
3856 
3857  /* No more moving this tick */
3858  if (j < adv_spd || v->cur_speed == 0) break;
3859 
3860  OrderType order_type = v->current_order.GetType();
3861  /* Do not skip waypoints (incl. 'via' stations) when passing through at full speed. */
3862  if ((order_type == OT_GOTO_WAYPOINT || order_type == OT_GOTO_STATION) &&
3864  IsTileType(v->tile, MP_STATION) &&
3866  ProcessOrders(v);
3867  }
3868  }
3869  v->SetLastSpeed();
3870  }
3871 
3872  for (Train *u = v; u != NULL; u = u->Next()) {
3873  if ((u->vehstatus & VS_HIDDEN) != 0) continue;
3874 
3875  u->UpdateViewport(false, false);
3876  }
3877 
3878  if (v->progress == 0) v->progress = j; // Save unused spd for next time, if TrainController didn't set progress
3879 
3880  return true;
3881 }
3882 
3888 {
3889  Money cost = 0;
3890  const Train *v = this;
3891 
3892  do {
3893  const Engine *e = v->GetEngine();
3894  if (e->u.rail.running_cost_class == INVALID_PRICE) continue;
3895 
3896  uint cost_factor = GetVehicleProperty(v, PROP_TRAIN_RUNNING_COST_FACTOR, e->u.rail.running_cost);
3897  if (cost_factor == 0) continue;
3898 
3899  /* Halve running cost for multiheaded parts */
3900  if (v->IsMultiheaded()) cost_factor /= 2;
3901 
3902  cost += GetPrice(e->u.rail.running_cost_class, cost_factor, e->GetGRF());
3903  } while ((v = v->GetNextVehicle()) != NULL);
3904 
3905  return cost;
3906 }
3907 
3913 {
3914  this->tick_counter++;
3915 
3916  if (this->IsFrontEngine()) {
3917  if (!(this->vehstatus & VS_STOPPED) || this->cur_speed > 0) this->running_ticks++;
3918 
3919  this->current_order_time++;
3920 
3921  if (!TrainLocoHandler(this, false)) return false;
3922 
3923  return TrainLocoHandler(this, true);
3924  } else if (this->IsFreeWagon() && (this->vehstatus & VS_CRASHED)) {
3925  /* Delete flooded standalone wagon chain */
3926  if (++this->crash_anim_pos >= 4400) {
3927  delete this;
3928  return false;
3929  }
3930  }
3931 
3932  return true;
3933 }
3934 
3940 {
3941  if (Company::Get(v->owner)->settings.vehicle.servint_trains == 0 || !v->NeedsAutomaticServicing()) return;
3942  if (v->IsChainInDepot()) {
3944  return;
3945  }
3946 
3947  uint max_penalty;
3949  case VPF_NPF: max_penalty = _settings_game.pf.npf.maximum_go_to_depot_penalty; break;
3950  case VPF_YAPF: max_penalty = _settings_game.pf.yapf.maximum_go_to_depot_penalty; break;
3951  default: NOT_REACHED();
3952  }
3953 
3954  FindDepotData tfdd = FindClosestTrainDepot(v, max_penalty);
3955  /* Only go to the depot if it is not too far out of our way. */
3956  if (tfdd.best_length == UINT_MAX || tfdd.best_length > max_penalty) {
3957  if (v->current_order.IsType(OT_GOTO_DEPOT)) {
3958  /* If we were already heading for a depot but it has
3959  * suddenly moved farther away, we continue our normal
3960  * schedule? */
3961  v->current_order.MakeDummy();
3963  }
3964  return;
3965  }
3966 
3967  DepotID depot = GetDepotIndex(tfdd.tile);
3968 
3969  if (v->current_order.IsType(OT_GOTO_DEPOT) &&
3970  v->current_order.GetDestination() != depot &&
3971  !Chance16(3, 16)) {
3972  return;
3973  }
3974 
3977  v->dest_tile = tfdd.tile;
3979 }
3980 
3983 {
3984  AgeVehicle(this);
3985 
3986  if ((++this->day_counter & 7) == 0) DecreaseVehicleValue(this);
3987 
3988  if (this->IsFrontEngine()) {
3989  CheckVehicleBreakdown(this);
3990 
3992 
3993  CheckOrders(this);
3994 
3995  /* update destination */
3996  if (this->current_order.IsType(OT_GOTO_STATION)) {
3997  TileIndex tile = Station::Get(this->current_order.GetDestination())->train_station.tile;
3998  if (tile != INVALID_TILE) this->dest_tile = tile;
3999  }
4000 
4001  if (this->running_ticks != 0) {
4002  /* running costs */
4004 
4005  this->profit_this_year -= cost.GetCost();
4006  this->running_ticks = 0;
4007 
4008  SubtractMoneyFromCompanyFract(this->owner, cost);
4009 
4012  }
4013  }
4014 }
4015 
4021 {
4022  if (this->vehstatus & VS_CRASHED) return INVALID_TRACKDIR;
4023 
4024  if (this->track == TRACK_BIT_DEPOT) {
4025  /* We'll assume the train is facing outwards */
4026  return DiagDirToDiagTrackdir(GetRailDepotDirection(this->tile)); // Train in depot
4027  }
4028 
4029  if (this->track == TRACK_BIT_WORMHOLE) {
4030  /* train in tunnel or on bridge, so just use his direction and assume a diagonal track */
4031  return DiagDirToDiagTrackdir(DirToDiagDir(this->direction));
4032  }
4033 
4034  return TrackDirectionToTrackdir(FindFirstTrack(this->track), this->direction);
4035 }